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名师互学网 > IT > 软件开发 > 后端开发 > Java

UE4打包问题处理

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UE4打包问题处理

UE4常见错误整理
    • 打包问题
    • 分享关键信息小技巧

打包问题

当开始要尝试打安卓包的时候可能会发生以下问题

AndroidPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.AndroidPlatformSDK using manually installed SDK -23
IOSPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.IOSPlatformSDK has no valid SDK
LinuxPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.LinuxPlatformSDK has no valid SDK
WindowsPlatformFactory.RegisterBuildPlatforms: UnrealBuildTool.WindowsPlatformSDK using manually installed SDK
BuildMode.Execute: Command line: "D:SoftEpicGamesUE_4.27EngineBinariesDotNETUnrealBuildTool.exe" test Android Debug -Project="E:Unreal Projectstesttest.uproject"  "E:Unreal Projectstesttest.uproject" -NoUBTMakefiles  -remoteini="E:Unreal Projectstest" -skipdeploy -Manifest="E:Unreal ProjectstestIntermediateBuildManifest.xml" -NoHotReload -log="C:UsersAdministratorAppDataRoamingUnreal EngineAutomationToolLogsD+Soft+EpicGames+UE_4.27UBT-test-Android-Debug.txt"

UATHelper: 打包 (Android (ETC2)):   Using 'git status' to determine working set for adaptive non-unity build (E:Unreal Projectstest).

UnrealBuildTool.Main: ERROR: Targets cannot be built in the Debug configuration with this engine distribution.
UnrealBuildTool.Main: BuildException: Targets cannot be built in the Debug configuration with this engine distribution.
UnrealBuildTool.Main:    在 UnrealBuildTool.UEBuildTarget.Create(TargetDescriptor Descriptor, Boolean bSkipRulesCompile, Boolean bUsePrecompiled) 位置 D:Build++UE4SyncEngineSourceProgramsUnrealBuildToolConfigurationUEBuildTarget.cs:行号 719
UnrealBuildTool.Main:    在 UnrealBuildTool.BuildMode.CreateMakefile(BuildConfiguration BuildConfiguration, TargetDescriptor TargetDescriptor, ISourceFileWorkingSet WorkingSet) 位置 D:Build++UE4SyncEngineSourceProgramsUnrealBuildToolModesBuildMode.cs:行号 600
UnrealBuildTool.Main:    在 UnrealBuildTool.BuildMode.Build(List`1 TargetDescriptors, BuildConfiguration BuildConfiguration, ISourceFileWorkingSet WorkingSet, BuildOptions Options, FileReference WriteOutdatedActionsFile, Boolean bSkipPreBuildTargets) 位置 D:Build++UE4SyncEngineSourceProgramsUnrealBuildToolModesBuildMode.cs:行号 257
UnrealBuildTool.Main:    在 UnrealBuildTool.BuildMode.Execute(CommandLineArguments Arguments) 位置 D:Build++UE4SyncEngineSourceProgramsUnrealBuildToolModesBuildMode.cs:行号 226
UnrealBuildTool.Main:    在 UnrealBuildTool.UnrealBuildTool.Main(String[] ArgumentsArray) 位置 D:Build++UE4SyncEngineSourceProgramsUnrealBuildToolUnrealBuildTool.cs:行号 557
Timeline.Print: Timeline:
Timeline.Print: 
Timeline.Print: [ 0.000]
Timeline.Print: [ 0.000](+0.029) 
Timeline.Print: [ 0.029](+0.004) FilemetadataPrefetch.QueueEngineDirectory()
Timeline.Print: [ 0.034](+0.291) XmlConfig.ReadConfigFiles()
Timeline.Print: [ 0.325](+0.000) SingleInstanceMutex.Acquire()
Timeline.Print: [ 0.325](+0.068) UEBuildPlatform.RegisterPlatforms()
Timeline.Print:   0.326          [ 0.000](+0.032) Initializing InstalledPlatformInfo
Timeline.Print:   0.359          [ 0.033](+0.000) Querying types
Timeline.Print:   0.361          [ 0.035](+0.001) MacPlatformFactory
Timeline.Print:   0.362          [ 0.036](+0.000) TVOSPlatformFactory
Timeline.Print:   0.362          [ 0.036](+0.019) AndroidPlatformFactory
Timeline.Print:   0.382          [ 0.056](+0.000) HoloLensPlatformFactory
Timeline.Print:   0.382          [ 0.056](+0.004) IOSPlatformFactory
Timeline.Print:   0.387          [ 0.061](+0.005) LinuxPlatformFactory
Timeline.Print:   0.393          [ 0.067](+0.000) LuminPlatformFactory
Timeline.Print:   0.393          [ 0.067](+0.000) WindowsPlatformFactory
Timeline.Print: [ 0.402](+0.013) TargetDescriptor.ParseCommandLine()
Timeline.Print: [ 0.421](+0.360) UEBuildTarget.Create()
Timeline.Print:   0.424          [ 0.003](+0.309) RulesCompiler.CreateTargetRulesAssembly()
Timeline.Print:   0.424            0.003          [ 0.000](+0.183) 
Timeline.Print:   0.608            0.187          [ 0.183](+0.026) Finding engine modules
Timeline.Print:   0.635            0.214          [ 0.210](+0.006) Finding plugin modules
Timeline.Print:   0.642            0.221          [ 0.217](+0.073) 
Timeline.Print:   0.715            0.294          [ 0.291](+0.005) Finding program modules
Timeline.Print:   0.721            0.300          [ 0.296](+0.006) Finding program targets
Timeline.Print:   0.734          [ 0.313](+0.037) RulesAssembly.CreateTargetRules()
Timeline.Print: [ 0.781](+0.028) 
Timeline.Print: [ 0.809](+0.000) FilemetadataPrefetch.Stop()
Timeline.Print: [ 0.812]

这样子的问题让人容易错误的理由是git的问题,而网上也有说不要用git在目录下,其实主要的错误命令是

UnrealBuildTool.Main: ERROR: Targets cannot be built in the Debug configuration with this engine distribution.
UnrealBuildTool.Main: BuildException: Targets cannot be built in the Debug configuration with this engine distribution.

重点是Debug关键字,因为当前项目设置->打包,里选择的是调试模式,

把他换成开发模式,即可正常打包

分享关键信息小技巧

在正文开始前分享个小技巧,有时候需要发送关键数据给别人时,如账号密码可以借用外部的工具,而不仅仅是在一种聊天软件里面全部发送,1、避免数据在单一层面被截取而导致的数据泄漏,2、防止数据长时间的保存,而被人意外获取。可以在微信里把账号发送给对方,然后密码用分享,文字分享,匿名分享,私密分享 - 问蒙在线工具,用本地加密的方式分享出去,对方只有在有限的时间内且要输入正确的密钥才能得到您的正确信息,有效的避免了通过网络传输而造成的财产损失。

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