Closed Crezetique closed 8 months ago
Hello! I'll be looking into this today, some nodes are indeed using Editor-only features and I've probably missed a flag to remove it from packaged builds somewhere.
Much appreciated! 😊
Howdy again @Crezetique! I pushed a rather simple fix on the main branch, let me know if it fixes your packaging issue!
I basically removed the UnrealEd
from public dependency and added this to the Build.cs
which hopefully will be enough:
// Include "UnrealEd" only for editor configuration
if (Target.bBuildEditor)
{
PrivateDependencyModuleNames.Add("UnrealEd");
}
Side note: "using the plugin to generate spline with pathfinding at runtime using blueprints." is very much what this plugin was designed for :D
Hey @Nebukam!
I just attempted to rebuild and package and its still failing. However, looking at the log and diff checking, it looks like its screaming at a different module.
Glad to know I'm using the plugin as intended, it has been such a delight using the plugin :))
Hah I missed some other modules that I didn't know were Editor only -- detail customization is actually trying to import UnrealEd as well. Hopefully the last push fixes it for good -- sorry for the back'n forth >.<
Not to worry at all, I'm glad that I'm able to somewhat assist :D
I'm running into a completely new error. Looks like a bunch of syntax errors?
Ok I'm going to try and build locally instead of doing bite-sized fixes ahah, I assumed it was a quick fix ^^ (still is, I just underestimated the side effects)
Ok it should be fixed now. Trying to compile locally revealed a cascade of issues mostly due to private NavigationSystem classes being exposed as UPROPERTY + some other hit-and-miss with the EDITOR_ONLY flag.
I was able to package a dummy project, let me know it finally works for you! Also if it doesn't on first try, make sure to remove Binary/Intermediate folders in the both the plugin and project to make sure there's no remaining artifact from the buggy version.
Mea culpa, I was so focused on the tool I never actually tried to package a build >.<
Hey @Nebukam! I can confirm that there are no longer any issues with packaging. Thank you so much for the help 🥹❤️
Aaah that's nice to read :D Thanks a lot for logging the issue in the first place <3
Hello there, first off I want to preface that I do apologies if I'm misunderstanding the uses of the plugin. I have limited C++ knowledge and an avid blueprint abuser. I've mainly been using the plugin to generate spline with pathfinding at runtime using blueprints.
I'm running into an issue where the UE5.3 would fail to package the game. Looking into the log and some googling, I found that PCGExtendedToolkit introduces the UnrealEd module which is editor only and cannot be packaged.
I did some sanity tests — removing the plugin solves the issue and it can be replicated in a fresh project.
Click here for full logs
### :( ```Log started at 02/02/2024 00:55:24 (2024-02-01T16:55:24Z) No config file at C:\Users\creze\OneDrive\Documents\Unreal Engine\UnrealBuildTool\BuildConfiguration.xml Configuration will be read from: C:\Users\creze\AppData\Roaming\Unreal Engine\UnrealBuildTool\BuildConfiguration.xml Log file: C:\Users\creze\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Program+Files+Epic+Games+UE_5.3\UBT-testproj-Win64-Shipping.txt Setting temp directory to 'C:\Users\creze\AppData\Local\Temp\UnrealBuildTool\e6b63909' Registering build platform: UnrealBuildTool.AndroidPlatformFactory Registering build platform: UnrealBuildTool.IOSPlatformFactory Registering build platform: UnrealBuildTool.LinuxPlatformFactory Registering build platform: Linux - buildable: False Registering build platform: LinuxArm64 - buildable: False Registering build platform: UnrealBuildTool.MacPlatformFactory Registering build platform: UnrealBuildTool.TVOSPlatformFactory Registering build platform: UnrealBuildTool.WindowsPlatformFactory Found Windows 10 SDK root at C:\Program Files (x86)\Windows Kits\10 (1) Found Windows 10 SDK root at C:\Program Files (x86)\Windows Kits\10 (2) Found Windows 10 SDK version 10.0.18362.0 at C:\Program Files (x86)\Windows Kits\10 Found Universal CRT version 10.0.18362.0 at C:\Program Files (x86)\Windows Kits\10 Found Windows 10 SDK version 10.0.19041.0 at C:\Program Files (x86)\Windows Kits\10 Found Universal CRT version 10.0.19041.0 at C:\Program Files (x86)\Windows Kits\10 Found Windows 10 SDK version 10.0.20348.0 at C:\Program Files (x86)\Windows Kits\10 Found Universal CRT version 10.0.20348.0 at C:\Program Files (x86)\Windows Kits\10 Found Windows 10 SDK version 10.0.22000.0 at C:\Program Files (x86)\Windows Kits\10 Found Universal CRT version 10.0.22000.0 at C:\Program Files (x86)\Windows Kits\10 Found Windows 10 SDK version 10.0.22621.0 at C:\Program Files (x86)\Windows Kits\10 Found Universal CRT version 10.0.22621.0 at C:\Program Files (x86)\Windows Kits\10 Win64 Installed SDK(s): MinVersion_Sdk=10.0.00000.0, MaxVersion_Sdk=10.9.99999.0, CurrentVersion_Sdk=10.0.18362.0, Version_AutoSdk=10.0.18362.0, CurrentVersion_AutoSdk= Registering build platform: Win64 - buildable: True Command line: "D:\Program Files\Epic Games\UE_5.3\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll" testproj Win64 Shipping "-Project=C:\Users\creze\OneDrive\Documents\Unreal Projects\testproj\testproj.uproject" "-Manifest=C:\Users\creze\OneDrive\Documents\Unreal Projects\testproj\Intermediate\Build\Manifest.xml" "-remoteini=C:\Users\creze\OneDrive\Documents\Unreal Projects\testproj" -skipdeploy "-log=C:\Users\creze\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Program+Files+Epic+Games+UE_5.3\UBT-testproj-Win64-Shipping.txt" Using 'git status' to determine working set for adaptive non-unity build (C:\Users\creze\OneDrive\Documents\Unreal Projects\testproj). Makefile is older than UnrealBuildTool assembly, ignoring it Creating makefile for testproj (UnrealBuildTool assembly is newer) Skipping D:\Program Files\Epic Games\UE_5.3\Engine\Intermediate\Build\BuildRules\UE5Rules.dll: File is installed Skipping D:\Program Files\Epic Games\UE_5.3\Engine\Intermediate\Build\BuildRules\UE5ProgramRules.dll: File is installed Found Visual Studio installation: C:\Program Files\Microsoft Visual Studio\2022\Community (Product=Microsoft.VisualStudio.Product.Community, Version=17.8.34322.80) Found Visual Studio installation: C:\Program Files (x86)\Microsoft Visual Studio\2019\BuildTools (Product=Microsoft.VisualStudio.Product.BuildTools, Version=16.11.34301.259) Found Visual Studio installation: C:\Program Files (x86)\Microsoft Visual Studio\2019\Community (Product=Microsoft.VisualStudio.Product.Community, Version=16.11.34301.259) Found Visual Studio toolchain: C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.38.33130 (Family=14.38.33130, FamilyRank=4, Version=14.38.33130, Is64Bit=True, ReleaseChannel=Latest, Architecture=x64, Error=False, Redist=C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Redist\MSVC\14.38.33130) Building UnrealGame - testproj - Win64 - Shipping Total execution time: 0.58 seconds Unable to instantiate module 'UnrealEd': Unable to instantiate UnrealEd module for non-editor targets. (referenced via Target -> PCGExtendedToolkit.Build.cs) BuildException: Unable to instantiate UnrealEd module for non-editor targets. at UnrealEd..ctor(ReadOnlyTargetRules Target) in D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\UnrealEd.Build.cs:line 12Wrapped by TargetInvocationException: Exception has been thrown by the target of an invocation. at System.RuntimeMethodHandle.InvokeMethod(Object target, Span`1& arguments, Signature sig, Boolean constructor, Boolean wrapExceptions) at System.Reflection.RuntimeConstructorInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture) at UnrealBuildTool.RulesAssembly.CreateModuleRules(String ModuleName, ReadOnlyTargetRules Target, String ReferenceChain, ILogger Logger) in D:\Program Files\Epic Games\UE_5.3\Engine\Source\Programs\UnrealBuildTool\System\RulesAssembly.cs:line 542Wrapped by BuildException: Unable to instantiate module 'UnrealEd': Unable to instantiate UnrealEd module for non-editor targets. (referenced via Target -> PCGExtendedToolkit.Build.cs) at UnrealBuildTool.RulesAssembly.CreateModuleRules(String ModuleName, ReadOnlyTargetRules Target, String ReferenceChain, ILogger Logger) in D:\Program Files\Epic Games\UE_5.3\Engine\Source\Programs\UnrealBuildTool\System\RulesAssembly.cs:line 561 at UnrealBuildTool.RulesAssembly.CreateModuleRules(String ModuleName, ReadOnlyTargetRules Target, String ReferenceChain, ILogger Logger) in D:\Program Files\Epic Games\UE_5.3\Engine\Source\Programs\UnrealBuildTool\System\RulesAssembly.cs:line 423 at UnrealBuildTool.RulesAssembly.CreateModuleRules(String ModuleName, ReadOnlyTargetRules Target, String ReferenceChain, ILogger Logger) in D:\Program Files\Epic Games\UE_5.3\Engine\Source\Programs\UnrealBuildTool\System\RulesAssembly.cs:line 423 at UnrealBuildTool.RulesAssembly.CreateModuleRules(String ModuleName, ReadOnlyTargetRules Target, String ReferenceChain, ILogger Logger) in D:\Program Files\Epic Games\UE_5.3\Engine\Source\Programs\UnrealBuildTool\System\RulesAssembly.cs:line 423 at UnrealBuildTool.UEBuildTarget.CreateModuleRulesAndSetDefaults(String ModuleName, String ReferenceChain, ILogger Logger) in D:\Program Files\Epic Games\UE_5.3\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 5210 at UnrealBuildTool.UEBuildTarget.FindOrCreateModuleByName(String ModuleName, String ReferenceChain, ILogger Logger) in D:\Program Files\Epic Games\UE_5.3\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 5334 at UnrealBuildTool.UEBuildTarget.<>c__DisplayClass66_0.