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社区首页 >问答首页 >缺少UE4Game二进制文件。您可能必须使用IDE构建UE4项目。或者,使用CommandLine

缺少UE4Game二进制文件。您可能必须使用IDE构建UE4项目。或者,使用CommandLine
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Stack Overflow用户
提问于 2020-01-24 11:20:49
回答 1查看 12.8K关注 0票数 1

我试图开始一个简单的内置在虚幻引擎游戏,并建立它的窗口。我已经尝试了多次,在多个平台上,每次不真实的引擎都无法构建一个可执行文件。我遗漏了什么?当前设置是干净的益智游戏示例与初学者的内容。对于具有完全新构建启用功能的空项目,也会发生同样的情况。所有其他平台和插件都是禁用的,只在supported platform设置上选择windows,并在打包上选择配送作为构建配置。但它仍然不能建立在windows 32位或64位之上。它显示了这个帖子标题的信息。

在收到此消息后,如何从虚幻引擎构建可执行文件?

下面是生成日志输出的最后几行内容:

代码语言:javascript
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UATHelper: Packaging (Windows (32-bit)):   LogCookCommandlet: Display: DDC Resource Stats
UATHelper: Packaging (Windows (32-bit)):   LogCookCommandlet: Display: =======================================================================================================
UATHelper: Packaging (Windows (32-bit)):   LogCookCommandlet: Display: Asset Type                          Total Time (Sec)  GameThread Time (Sec)  Assets Built  MB Processed
UATHelper: Packaging (Windows (32-bit)):   LogCookCommandlet: Display: ----------------------------------  ----------------  ---------------------  ------------  ------------
UATHelper: Packaging (Windows (32-bit)):   LogCookCommandlet: Display: MaterialShader                                  1.07                   1.07             0          6.12
UATHelper: Packaging (Windows (32-bit)):   LogCookCommandlet: Display: Texture (Streaming)                             0.57                   0.00             0         16.29
UATHelper: Packaging (Windows (32-bit)):   LogCookCommandlet: Display: PhysX (BodySetup)                               0.12                   0.12             0          1.30
UATHelper: Packaging (Windows (32-bit)):   LogCookCommandlet: Display: GlobalShader                                    0.09                   0.09             0          4.47
UATHelper: Packaging (Windows (32-bit)):   LogCookCommandlet: Display: Texture (Inline)                                0.07                   0.07             0         33.64
UATHelper: Packaging (Windows (32-bit)):   LogCookCommandlet: Display: StaticMesh                                      0.03                   0.03             0          3.52
UATHelper: Packaging (Windows (32-bit)):   LogCookCommandlet: Display: NavCollision                                    0.00                   0.00             0          0.03
UATHelper: Packaging (Windows (32-bit)):   LogCookCommandlet: Display: DistanceField                                   0.00                   0.00             0          0.00
UATHelper: Packaging (Windows (32-bit)):   LogCookCommandlet: Display: SoundWave                                       0.00                   0.00             0          0.03
UATHelper: Packaging (Windows (32-bit)):   LogInit: Display:
UATHelper: Packaging (Windows (32-bit)):   LogInit: Display: Success - 0 error(s), 0 warning(s)
UATHelper: Packaging (Windows (32-bit)):   LogInit: Display:
UATHelper: Packaging (Windows (32-bit)):   
UATHelper: Packaging (Windows (32-bit)):   Execution of commandlet took:  6.05 seconds
UATHelper: Packaging (Windows (32-bit)): Took 12.9337712s to run UE4Editor-Cmd.exe, ExitCode=0
UATHelper: Packaging (Windows (32-bit)): ********** COOK COMMAND COMPLETED **********
UATHelper: Packaging (Windows (32-bit)): ********** STAGE COMMAND STARTED **********
UATHelper: Packaging (Windows (32-bit)): ERROR: Stage Failed. Missing receipt 'D:\UE\MyProject4forBuilds\Binaries\Win32\MyProject4forBuilds.target'. Check that this target has been built.
UATHelper: Packaging (Windows (32-bit)):        (see C:\Users\Rifat\AppData\Roaming\Unreal Engine\AutomationTool\Logs\G+Epic+Games+UE_4.21\Log.txt for full exception trace)
PackagingResults: Error: Stage Failed. Missing receipt 'D:\UE\MyProject4forBuilds\Binaries\Win32\MyProject4forBuilds.target'. Check that this target has been built.
UATHelper: Packaging (Windows (32-bit)): AutomationTool exiting with ExitCode=103 (Error_MissingExecutable)
UATHelper: Packaging (Windows (32-bit)): BUILD FAILED
PackagingResults: Error: Missing UE4Game binary.You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:UE4Game <Platform> <Configuration>
LogRendererCore: Warning: FlushRenderingCommands called recursively! 2 calls on the stack.
LogRendererCore: Warning: FlushRenderingCommands called recursively! 2 calls on the stack.
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回答 1

Stack Overflow用户

发布于 2020-03-30 07:59:10

代码语言:javascript
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PackagingResults: Error: Stage Failed.... MyProject4forBuilds.target'. Check that this target has been built.

目标文件是您正在构建和启动的平台的包--在您的日志(即Win32 )中,您可能需要Win64。您必须首先创建此包。(我也很难搞清楚这件事,我自己解决了)。

  1. 安装Visual Studio。VS 2019适用于UE4.24,并提供了UE4可以依赖的C编译工具(即Visual,而不是与代码)
  2. 在“UE4应用程序”菜单中,选择“文件->包项目-> Windows -> Windows”(64位).将出现文件夹选择,项目的文件夹可以开始使用。这将创建一个构建和启动过程可以针对的包。

您应该会看到一组日志开始创建您的Project目标,从如下文本开始:

代码语言:javascript
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LogUObjectHash: Compacting FUObjectHashTables data took   3.67ms
UATHelper: Packaging (Windows (64-bit)): Running AutomationTool...
...and a lot more

假设这一切进展顺利,并且您看到了BUILD SUCCESSFUL,那么现在您应该能够启动您的级别了。祝好运!

票数 4
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页面原文内容由Stack Overflow提供。腾讯云小微IT领域专用引擎提供翻译支持
原文链接:

https://stackoverflow.com/questions/59895428

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