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Package Game Error

Hello! I've been working on a project for almost a year now, and now I've been trying to package the game for a "short/demo version" of the game for about half a month now on and off. And I'm about to lose my mind here, I've spent countless of hours on this. Every time I get rid of most errors new ones just popup. I'm really in need of some help here, I've gone through so many google searches, constant looking for answers. I've managed to get rid of so many problems, but still I can't package the game.. link text

Product Version: UE 4.15
Tags:
cook.txt (1.5 MB)
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asked May 13 '17 at 04:30 PM in Packaging & Deployment

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Merqury
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avatar image Doug E ♦♦ STAFF May 15 '17 at 06:40 PM

Hey Merqury-

When I click on the link provided I get a blank page that only shows "{"success":false,"error":404,"message":"Not Found"}". If you're able to save your log file as a .txt it should convert it to a text file that you can then attach to your post here. Additionally, please include the Output Log from the editor after attempting to package the project. Again, if you copy the output log to a text editor, you can save it as a .txt file and attach it.

avatar image Merqury May 17 '17 at 03:37 PM

Hello Doug, thank you so much for replying, I just tried packaging the game and this is the Output log that appeared when the Packaging failed

link text

cook.txt (1.5 MB)
avatar image Merqury May 20 '17 at 04:45 PM

Hello again Doug, haven't heard back from you in a couple of days. Would really love some help on this if possible.

avatar image Merqury May 22 '17 at 10:19 AM

Bumping this

avatar image Doug E ♦♦ STAFF May 24 '17 at 02:13 PM

Hey Merqury-

Looking at the log output there are a number of errors about missing files (mostly textures and materials it looks like). Please try right clicking on the Content folder in the content browser and select the "Fix Up Redirectors in Folder" option. This should remove any old references to assets that have been moved/deleted.

avatar image Merqury May 25 '17 at 07:02 PM

Hello, that does not work. I've done that multiple times unfortunately.

avatar image Doug E ♦♦ STAFF May 26 '17 at 06:25 PM

Can you provide a copy of the project to test directly? If you zip the project folder you can attach it to a comment here. If you click the dropdown arrow below the comment button you can set the post to private.

avatar image Merqury May 26 '17 at 06:39 PM

Alright sure, I'm currently Zipping it up, might take a little while. I can't figure out how to actually make a comment private tho, for instance right now when I'm typing this comment there's no dropdown arrow below the comment button.

avatar image Merqury May 26 '17 at 06:40 PM

And if I press the dropdown arrow in the actual post above, I can choose

"move to space" "see revisions" "mark as community wiki"

avatar image Doug E ♦♦ STAFF May 26 '17 at 07:03 PM

Hmm...that's odd. If that doesn't work for you, you can upload the project to google drive and then send me a PM on the forums with a download link.

avatar image Merqury May 27 '17 at 09:33 AM

Amazing, I've sent you the google drive link via PM

avatar image Merqury Jun 04 '17 at 05:42 PM

Hello again Doug, I was wondering if there's any progress or something regarding this? You haven't replied on my PM and truly no offense but its really annoying for me not to get help with this. This project means a lot to me and having to wait weeks between responses is making me feel a bit left out and like this won't be resolved, and I need to know if I have to somehow start looking for answer elsewhere, no idea where tho. I can't even continue working on my project since it might cause more error or something than what's in the package I sent to you. Thanks!

avatar image Doug E ♦♦ STAFF Jun 08 '17 at 05:49 PM

Hey Merqury-

Sorry for the delayed response. Comparing the log with the folder structure of the project you provided, I noticed that a number of assets were referenced from folders that did not exist in the project (such as Content/InfinityBladeGrassLands/Environments or Content/Models). If you have already done the Fix Redirectors option, then these assets are likely still being referenced by something. Fixing the asset references should allow the project to package.

I also noticed that the project froze when trying to open one of the levels in the Kite Demo folder. If there are asset that you're not using I would suggest removing them from the project to reduce the project size. Additionally, I found assets in the A_Max folder with special characters in their names. Special characters often cause issues especially when trying to read the filepath of those assets. I would also try renaming any asset that uses special characters.

avatar image Merqury Jun 12 '17 at 08:39 PM

Hello, thanks a lot for the reply!

Regarding the "Content/InfinityBladeGrassLands/Environments" I did rename that entire folder to "IBG" since the filename was too long, now a new InfinityBladeGrassLands just pops up whenever I open the editor (that's empty) so that folder is not even supposed to exist, how can I myself see what assets are referenced from the folders that don't exist?

And the only level I am using is "2ndlvl"

Renamed the files with special characters.

avatar image Merqury Jun 20 '17 at 01:26 PM

Hey Doug, is it possible to add you on Skype or something for quicker responses? I really really need this resolved and I cant do it myself

avatar image Merqury Jun 29 '17 at 08:10 PM

Trying to poke you again :(

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3 answers: sort voted first

Anyone? Appreciate any help

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answered May 13 '17 at 09:07 PM

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Merqury
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Don't know if its possible to bump these threads, but this is a bump attempt :D

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answered Jun 04 '17 at 05:43 PM

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Merqury
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Hello Merqury,

 LogPackageName:Error: DoesPackageExist: DoesPackageExist FAILED: 'None' is not a standard unreal filename or a long path name. Reason: Path should start with a '/'

Can you check file names?

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answered Jun 09 '17 at 07:44 AM

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Sertac Ogan
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