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Packaging & Build Fail

Hey UE Community! I'm Having the craziest time getting my C++ Project Built or Packaged! I have managed to cook it and that's the most I have gotten. I have administrative privileges and I have deleted the build, Intermed. and Binaries folders before building and I still receive a fail. I am able to package and deploy a starter project. Here is a pic and the UAT.log text. If anyone can help me that would be great!alt text

Product Version: UE 4.19
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build-fail.jpg (176.6 kB)
uat-log.txt (19.5 kB)
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asked Jun 11 '18 at 01:03 AM in Packaging & Deployment

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DivineDevStudios
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avatar image DivineDevStudios Jun 12 '18 at 08:07 PM

Bumping

avatar image Jawdy Jun 14 '18 at 01:37 PM

Is this a C++ or Blueprint project? If C++, have you built the project in Visual Studio?

avatar image DivineDevStudios Jun 14 '18 at 01:50 PM

It's c++ I have built it from VS. But it looks like it keeps failing when trying to create the game.exe file?

avatar image Jawdy Jun 14 '18 at 01:53 PM

Have you built it for "Development Editor"? And also for "Development"?

Do you get the failure to build the game executable in Visual Studio? Perhaps the output there will give us more details. If you can switch the configuration to Development (or Shipping), anything that generates the game itself, we might be able to find out what's going on!

(Apologies if you already have, just trying to narrow down any issues!)

avatar image DivineDevStudios Jun 14 '18 at 01:53 PM

What is a "Link" anyway?

avatar image Jawdy Jun 14 '18 at 01:56 PM

It's part of the compilation process. The code is first compiled, then linked (which pulls in various libraries and other things). This article covers it in far better detail than I could (see the accepted answer)!

avatar image DivineDevStudios Jun 14 '18 at 02:23 PM

ok. so does this linker have an exe file? Just in case it's not a permissions issue, How can I figure out what it's failing to link? I wish one of the engineers could shed some light on this as well...

avatar image Jawdy Jun 14 '18 at 02:26 PM

The linker does, yes. But it's in the same location as other elements in the build chain, so I wouldn't think that was the issue.

Do you still have a folder open, pointing to the build location of the .exe? Have you tried restarting the editor? Or even restarting your computer? Just in case there are any file access hooks still open.

How did the Visual Studio build go in the different configurations? If VS builds in Development and Shipping, then we can look back at the Editors packaging options, see what's going on there.

avatar image DivineDevStudios Jun 14 '18 at 02:44 PM

Here's a list of everything I have done.. 1. Install 4.19 from launcher a. Create C++ project, 1. Build Project (VS2017) 2. Package Project "Shipping" Win64 (Through File Menu)[Results in fail] 3. Package Project "Shipping" Win64 (Through Project Launcher) [Results in fail]

  1. Installed 4.19 Through Github a. Compiled and generate files with VS2017 1. Create C++ Project a. Package Project "Shipping" Win64 (Through File Menu)[Results in fail] b. Package Project "Shipping" Win64 (Through Project Launcher) [Results in fail]

  2. Installed 4.19 Through Github a. Compiled and generate files with VS2015 1. Create C++ Project a. Package Project "Shipping" Win64 (Through File Menu)[Results in fail] b. Package Project "Shipping" Win64 (Through Project Launcher) [Results in fail]

  • I have even did all the above with blueprint only projects with an error as well as not being able to launch in editor either. I have also closed VS while doing the above as well.

avatar image Jawdy Jun 14 '18 at 03:13 PM

The thing I'm trying to ascertain here is what Visual Studio will say during the builds, as it's often easier to see from the output in there, what's going on/wrong.

So when you say you've built the project in VS2017/5, is that in the "Development Editor" configuration and "Win64" platform?

Or have you also changed the configuration to just "Development" or "Shipping" and built within Visual Studio?

Also, can you open up the Editor's Message Log and Output Log (Window -> Developer Tools -> Output/Message Log) and see if it provides any more details?

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