to David Vodhanel

as trying to package a project for win64  i get now this message:

UATHelper: Packaging (Windows (64-bit)):   ERROR: Missing precompiled manifest for 'DazToUnrealRuntime'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in DazToUnrealRuntime.build.cs to override.
PackagingResults: Error: Missing precompiled manifest for 'DazToUnrealRuntime'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in DazToUnrealRuntime.build.cs to override.
UATHelper: Packaging (Windows (64-bit)): Took 0,9332384s to run UnrealBuildTool.exe, ExitCode=6

any help ?

 set 'PrecompileForTargets = PrecompileTargetsType.Any

this is already done

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Comments

  • DAZ_samDAZ_sam Posts: 170

    @Ruphuss, David and I spoke and I think I know your issue. What version of the plugin are you using? 

    If it's 4.25 I will ask David if he look at this again as he said it shouldn't happen in 4.25.

    if it's 4.26 It seems they're an error that relies on some extra files in DaztoUnreal to be needed within the plugin. I updated the package in the store to contain them. 

    Hope this answers your question! 

  • RuphussRuphuss Posts: 2,631

    thank you sam

    its a 4.25 project

    to get this all working again after the patch i maybe changed some folders which could have caused the issue

  • DAZ_samDAZ_sam Posts: 170

    Ruphuss said:

    thank you sam

    its a 4.25 project

    to get this all working again after the patch i maybe changed some folders which could have caused the issue

    Ah ok so were you able to fix the problem? 

  • RuphussRuphuss Posts: 2,631

    no

    just trying to explain where the problem might come from

    maybe a folder problem

  • DAZ_samDAZ_sam Posts: 170

    Ruphuss said:

    no

    just trying to explain where the problem might come from

    maybe a folder problem

    I spoke with David and he is looking into it. Once something is figured out I will make a post here again. Sorry for the inconvenience this may have caused. 

  • Ruphuss, sorry about that.  I think something I misunderstood something about the plugin packaging when I made an update.  I've passed along what I think is a fix (worked in my local test anyway).

  • RuphussRuphuss Posts: 2,631

    reinstalled everything

    bridge works

    but packaging not when theres a daztounreal folder in the project

    projects without the bridge used package well

    all 4.25 ue4

    daz 4.15

  • RuphussRuphuss Posts: 2,631

    just unstalled the bridge in my big unreal project with lots of daz stuff in it

    and now packaging works

    so the bridge is clearly causing the issue

  • I think that's what I said :) 

    For more detail, there's a calculation problem in one of the Unreal animation nodes that can cause popping in the JCMs when they bend to certain angles.  This was getting triggered by the Post Process Animation Blueprint.  So I made a new animation node that solves the issue and use that now instead.  This required adding a Runtime Module to the plugin.  It appears there's an extra folder that needs included with the plugin when there's a Runtime Module.  I didn't realize this, so I didn't pass that info along to the Daz team.

    I've tested locally adding this folder and it seems to work for me.  I think they're testing it as well now.

  • RuphussRuphuss Posts: 2,631

    thanks for working on it

  • RuphussRuphuss Posts: 2,631

    no happy news on the packaging problem ?

  • RuphussRuphuss Posts: 2,631

    deleted all saved folders in appdata

    still this

    UATHelper: Packaging (Windows (64-bit)):   ERROR: Missing precompiled manifest for 'DazToUnrealRuntime'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in DazToUnrealRuntime.build.cs to override.
    PackagingResults: Error: Missing precompiled manifest for 'DazToUnrealRuntime'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in DazToUnrealRuntime.build.cs to override.

  • RuphussRuphuss Posts: 2,631

    is anybody here able to package a project after the daztounreal new patch ?

  • DAZ_samDAZ_sam Posts: 170

    Ruphuss said:

    is anybody here able to package a project after the daztounreal new patch ?

     

    Ran a few test packaging myself. I updated the version on the store now and it looks like it will package now. You can take a look now and see if this fixes your problem. 

  • RuphussRuphuss Posts: 2,631

    will try

    thank you

  • RuphussRuphuss Posts: 2,631
    edited February 2021

    made a new project 4.25 first person game mode

    enabled daz to unreal plugin in ue4

    exporting works

    tried to package

    same error as above

    dont know what to do anymore

    Post edited by Ruphuss on
  • DAZ_samDAZ_sam Posts: 170

    Ruphuss said:

    made a new project 4.25 first person game mode

    enabled daz to unreal plugin in ue4

    exporting works

    tried to package

    same error as above

    dont know what to do anymore

     

    One thing David mentioned to me is that you may not be able to package in 4.25 if you are using it as a Game plugin instead of an Engine plugin. Are you adding the plugin to your project?

  • RuphussRuphuss Posts: 2,631
    edited February 2021

    thats the path where its located:

    C:\Program Files\Epic Games\UE_4.25\Engine\Plugins\DazToUnreal

    Post edited by Ruphuss on
  • RuphussRuphuss Posts: 2,631
    edited February 2021

     

    this is yellow in the log file

    LogPluginManager: Warning: Engine version string in ../../../Engine/Plugins/DazToUnreal/DazToUnreal.uplugin could not be parsed ("4.25")

    i can create a new project game with minimum stuff in it: its packaging

    then enabling the bridge in the project and packaging brings up the error message

    no need to export something from daz

    it will just fail by enabling the bridge

    Post edited by Ruphuss on
  • It's in the Engine folder, so that's not the Game plugin issue.  Did you get the latest update of the plugin?

  • RuphussRuphuss Posts: 2,631

    yes through DIM

  • RuphussRuphuss Posts: 2,631

    can i maybe get the old (i think it was the first one) version for 4.25 because that was working with exporting and packaging ?

    maybe a 4.26 version can work

    have to convert many of my projects then

  • DAZ_samDAZ_sam Posts: 170
    edited February 2021

    Here you go @Ruphuss thanks for being patient with us. This was the version before 4.0. So before environment support. 

    Edit: Attached incorrect file 

    zip
    zip
    DazToUnreal_3.0.zip
    2M
    Post edited by DAZ_sam on
  • RuphussRuphuss Posts: 2,631

    thank you Sam 

    will try that old version now

  • RuphussRuphuss Posts: 2,631

    and......!!

    exporting and packaging is working with the old version !

    so thank you again Sam for providing the file

  • DAZ_samDAZ_sam Posts: 170

    No worries! Glad that helps. I hope switching to 4.26 fixes it for the new update.  

  • metasidemetaside Posts: 177

    Thanks for the old version - saved it, too...

  • RuphussRuphuss Posts: 2,631

    now pls the version for DIM 4.26

    why so silent about this ?

  • Ruphuss said:

    now pls the version for DIM 4.26

    why so silent about this ?

    Not sure if you're still asking me.  I'll answer because the thread title has my name on it :P

    I don't work for Daz, so I don't have any control over this and don't have any info for you.  Sorry.

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