Unreal Engine Türkiye | Topluluk

Orjinalini görmek için tıklayınız: ios packaging
Şu anda (Arşiv) modunu görüntülemektesiniz. Orjinal Sürümü Görüntüle internal link
Arkadaşlar oyunu ios paketleme için developer hesabımız mı olması gerekiyor ?

Aldığım hata şu:
http://i.imgur.com/fE4Noty.png
Evet hesaba sahip olmanız lazım. Ücret olarak, üyeliğinizi açarken fiyatı belirtiyordu.
(19-02-2016, Saat: 20:57)Phyrexian Adlı Kullanıcıdan Alıntı: [ -> ]Evet hesaba sahip olmanız lazım. Ücret olarak, üyeliğinizi açarken fiyatı belirtiyordu.

Peki yaptığım oyunu iphoneda test edemez miyim developer hesabı olmadan?
bu arada  android için paketlerken de şöyle bi hata alıyorum

8DGJj7.png

SDKConfig Ayarlarım da böyle
qPgrrR.png
(19-02-2016, Saat: 22:26)dvl Adlı Kullanıcıdan Alıntı: [ -> ]Peki yaptığım oyunu iphoneda test edemez miyim developer hesabı olmadan?

Malesef Apple bu konuda biraz elit. Windows ve Linux gibi değil. Bildiğim kadarıyla test için bile hesabı oluşturduktan sonra Bundle Id tanımlaman gerekiyor.

Bu arada hata ile ile ilgili görselden sadece hata aldığını anlayabiliyoruz. İlgili log satırlarını göstermelisin.
(20-02-2016, Saat: 00:50)cahitburak Adlı Kullanıcıdan Alıntı: [ -> ]
(19-02-2016, Saat: 22:26)dvl Adlı Kullanıcıdan Alıntı: [ -> ]Peki yaptığım oyunu iphoneda test edemez miyim developer hesabı olmadan?

Malesef Apple bu konuda biraz elit. Windows ve Linux gibi değil. Bildiğim kadarıyla test için bile hesabı oluşturduktan sonra Bundle Id tanımlaman gerekiyor.

Bu arada hata ile ile ilgili görselden sadece hata aldığını anlayabiliyoruz. İlgili log satırlarını göstermelisin.


Buyrun

Kod:
LogPlatformFile: Not using cached read wrapper
LogInit:Display: RandInit(-1485969067) SRandInit(-1485967299).
LogTaskGraph: Started task graph with 4 named threads and 7 total threads.
LogStats: Stats thread started at 0.072370
LogInit: Version: 4.10.2-2818068+++depot+UE4-Releases+4.10
LogInit: API Version: 2758231
LogInit: Compiled (64-bit): Jan  6 2016 18:48:53
LogInit: Compiled with Clang: 7.0.0 (clang-700.0.72)
LogInit: Build Configuration: Development
LogInit: Branch Name: ++depot+UE4-Releases+4.10
LogInit: Command line:
LogInit: Base directory: /Users/Shared/UnrealEngine/4.10/Engine/Binaries/Mac/
LogInit: Rocket: 1
LogInit: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
LogInit: Object subsystem initialized
LogInit: Selected Device Profile: [Mac]
LogInit: Applying CVar settings loaded from the selected device profile: [Mac]
LogInit: Computer: Burak-MacBook-Pro.local
LogInit: User: Burak
LogInit: CPU Page size=4096, Cores=4
LogInit: High frequency timer resolution =1000.000000 MHz
LogInit: Power Source: AC Power
LogInit: Memory total: Physical=16.0GB (16GB approx) Pagefile=0.0GB Virtual=16.0GB
LogTextLocalizationManager: No translations for ('tr-TR') exist, falling back to 'en' for localization and internationalization data.
LogRHI: Initializing OpenGL RHI
LogRHI:   GL_VENDOR: Intel Inc.
LogRHI:   GL_RENDERER: Intel Iris Pro OpenGL Engine
LogRHI:   GL_VERSION: 4.1 INTEL-10.12.13
LogRHI:   GL_SHADING_LANGUAGE_VERSION: 4.10
LogRHI: OpenGL Extensions:
LogRHI:   GL_ARB_blend_func_extended
LogRHI:   GL_ARB_draw_buffers_blend
LogRHI:   GL_ARB_draw_indirect
LogRHI:   GL_ARB_ES2_compatibility
LogRHI:   GL_ARB_explicit_attrib_location
LogRHI:   GL_ARB_gpu_shader_fp64
LogRHI:   GL_ARB_gpu_shader5
LogRHI:   GL_ARB_instanced_arrays
LogRHI:   GL_ARB_internalformat_query
LogRHI:   GL_ARB_occlusion_query2
LogRHI:   GL_ARB_sample_shading
LogRHI:   GL_ARB_sampler_objects
LogRHI:   GL_ARB_separate_shader_objects
LogRHI:   GL_ARB_shader_bit_encoding
LogRHI:   GL_ARB_shader_subroutine
LogRHI:   GL_ARB_shading_language_include
LogRHI:   GL_ARB_tessellation_shader
LogRHI:   GL_ARB_texture_buffer_object_rgb32
LogRHI:   GL_ARB_texture_cube_map_array
LogRHI:   GL_ARB_texture_gather
LogRHI:   GL_ARB_texture_query_lod
LogRHI:   GL_ARB_texture_rgb10_a2ui
LogRHI:   GL_ARB_texture_storage
LogRHI:   GL_ARB_texture_swizzle
LogRHI:   GL_ARB_timer_query
LogRHI:   GL_ARB_transform_feedback2
LogRHI:   GL_ARB_transform_feedback3
LogRHI:   GL_ARB_vertex_attrib_64bit
LogRHI:   GL_ARB_vertex_type_2_10_10_10_rev
LogRHI:   GL_ARB_viewport_array
LogRHI:   GL_EXT_debug_label
LogRHI:   GL_EXT_debug_marker
LogRHI:   GL_EXT_framebuffer_multisample_blit_scaled
LogRHI:   GL_EXT_texture_compression_s3tc
LogRHI:   GL_EXT_texture_filter_anisotropic
LogRHI:   GL_EXT_texture_sRGB_decode
LogRHI:   GL_APPLE_client_storage
LogRHI:   GL_APPLE_container_object_shareable
LogRHI:   GL_APPLE_flush_render
LogRHI:   GL_APPLE_object_purgeable
LogRHI:   GL_APPLE_rgb_422
LogRHI:   GL_APPLE_row_bytes
LogRHI:   GL_APPLE_texture_range
LogRHI:   GL_ATI_texture_mirror_once
LogRHI:   GL_NV_texture_barrier
LogRHI:   GL_MAX_TEXTURE_SIZE: 16384
LogRHI:   GL_MAX_CUBE_MAP_TEXTURE_SIZE: 16384
LogRHI:   GL_MAX_ARRAY_TEXTURE_LAYERS: 2048
LogRHI:   GL_MAX_3D_TEXTURE_SIZE: 2048
LogRHI:   GL_MAX_RENDERBUFFER_SIZE: 16384
LogRHI:   GL_MAX_TEXTURE_IMAGE_UNITS: 16
LogRHI:   GL_MAX_DRAW_BUFFERS: 8
LogRHI:   GL_MAX_COLOR_ATTACHMENTS: 8
LogRHI:   GL_MAX_SAMPLES: 8
LogRHI:   GL_MAX_COLOR_TEXTURE_SAMPLES: 8
LogRHI:   GL_MAX_DEPTH_TEXTURE_SAMPLES: 8
LogRHI:   GL_MAX_INTEGER_SAMPLES: 1
LogRHI:   GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: 80
LogRHI:   GL_MAX_VERTEX_ATTRIBS: 16
LogRHI:   GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 16
LogRHI: OpenGL MajorVersion = 4, MinorVersion = 1, ShaderPlatform = GLSL_150_MAC, FeatureLevel = SM4
LogShaderCompilers: Guid format shader working directory is 15 characters bigger than the processId version (../../../../../../Burak/Desktop/Test/MyProject/Intermediate/Shaders/WorkingDirectory/2420/).
LogShaderCompilers: Cleaned the shader compiler working directory '../../../../../../Burak/Desktop/Test/MyProject/Intermediate/Shaders/tmp/B72DF03F62480312968DF8B5667CD452/'.
LogShaderCompilers:Display: Using Local Shader Compiler.
LogTemp:Display: Loaded TP AllDesktopTargetPlatform
LogTemp:Display: Loaded TP MacClientTargetPlatform
LogTemp:Display: Loaded TP MacNoEditorTargetPlatform
LogTemp:Display: Loaded TP MacServerTargetPlatform
LogTemp:Display: Loaded TP MacTargetPlatform
LogTemp:Display: Loaded TP Android_ASTCTargetPlatform
LogTemp:Display: Loaded TP Android_ATCTargetPlatform
LogTemp:Display: Loaded TP Android_DXTTargetPlatform
LogTemp:Display: Loaded TP Android_ETC1TargetPlatform
LogTemp:Display: Loaded TP Android_ETC2TargetPlatform
LogTemp:Display: Loaded TP Android_MultiTargetPlatform
LogTemp:Display: Loaded TP Android_PVRTCTargetPlatform
LogTemp:Display: Loaded TP AndroidTargetPlatform
LogTemp:Display: Loaded TP HTML5TargetPlatform
LogTemp:Display: Loaded TP IOSTargetPlatform
LogTargetPlatformManager:Display: Building Assets For Mac
LogDerivedDataCache:Display: Max Cache Size: 512 MB
LogDerivedDataCache: Loaded boot cache 0.08s 81MB /Users/Burak/Library/Application Support/Epic/UnrealEngine/4.10/DerivedDataCache/Boot.ddc.
LogDerivedDataCache:Display: Loaded Boot cache: /Users/Burak/Library/Application Support/Epic/UnrealEngine/4.10/DerivedDataCache/Boot.ddc
LogDerivedDataCache: FDerivedDataBackendGraph:  Pak pak cache file ../../../../../../Burak/Desktop/Test/MyProject/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
LogDerivedDataCache: FDerivedDataBackendGraph:  CompressedPak pak cache file ../../../../../../Burak/Desktop/Test/MyProject/DerivedDataCache/Compressed.ddp not found, will not use a pak cache.
LogDerivedDataCache: Unable to find inner node CompressedPak for hierarchical cache Hierarchy.
LogDerivedDataCache:Display: Pak cache opened for reading ../../../Engine/DerivedDataCache/Compressed.ddp.
LogDerivedDataCache: Using Local data cache path /Users/Burak/Library/Application Support/Epic/UnrealEngine/Common/DerivedDataCache: Writable
LogInit: Selected Device Profile: [Mac]
LogContentStreaming: Texture pool size is 0.000000MB
LogMeshUtilities: No automatic mesh reduction module available
LogMeshUtilities: No automatic mesh merging module available
LogStats: UGameplayTagsManager::ConstructGameplayTagTree: Construct from data asset -  0.000 s
LogStats: UGameplayTagsManager::ConstructGameplayTagTree: GameplayTagTreeChangedEvent.Broadcast -  0.000 s
LogMoviePlayer: FAVMoviePlayer ctor...
UdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.
LogAssetRegistry: FAssetRegistry took 0.0003 seconds to start up
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
SourceControl: Info Source control is disabled
LogObj: 30142 objects as part of root set at end of initial load.
LogUObjectAllocator: 6108600 out of 0 bytes used by permanent object pool.
LogEngine: Initializing Engine...
LogAIModule: Creating AISystem for world NewWorld
LogInit: FAudioDevice initialized.
LogDerivedDataCache: Saved boot cache 0.07s 81MB /Users/Burak/Library/Application Support/Epic/UnrealEngine/4.10/DerivedDataCache/Boot.ddc.
LogInit: Texture streaming: Enabled
LogInit: Transaction tracking system initialized
BlueprintLog: New page: Editor Load
LocalizationService: Info Localization service is disabled
LogFileCache: Scanning file cache for directory '/Users/Burak/Desktop/Test/MyProject/Content/' took 0.00s
LogCook:Display: Done creating registry. It took  0.00s.
SourceControl: Info Source control is disabled
Cmd: MAP LOAD FILE="../../../../../../Burak/Desktop/Test/MyProject/Content/StarterContent/Maps/Minimal_Default.umap" TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=2
LogEditorServer:Warning: Can't find file '../../../../../../Burak/Desktop/Test/MyProject/Content/StarterContent/Maps/Minimal_Default.umap'
Cmd: MAP CHECKDEP NOCLEARLOG
MapCheck: Info Map check complete: 0 Error(s), 0 Warning(s), took 22.004ms to complete.
LogFileHelpers: Loading map 'Minimal_Default' took 0.022
LogCollectionManager: Loaded 0 collections in 0.000804 seconds
LogFileCache: Scanning file cache for directory '/Users/Burak/Desktop/Test/MyProject/Saved/Collections/' took 0.00s
LogFileCache: Scanning file cache for directory '/Users/Burak/Desktop/Test/MyProject/Content/Developers/Burak/Collections/' took 0.00s
LogFileCache: Scanning file cache for directory '/Users/Burak/Desktop/Test/MyProject/Content/Collections/' took 0.00s
LogContentBrowser: Native class hierarchy populated in 0.0095 seconds. Added 1950 classes and 341 folders.
LogCollectionManager: Rebuilt the GUID cache for 0 collections in 0.000001 seconds
LogContentBrowser: Native class hierarchy updated for 'WidgetCarousel' in 0.0015 seconds. Added 0 classes and 0 folders.
LogContentBrowser: Native class hierarchy updated for 'AddContentDialog' in 0.0012 seconds. Added 0 classes and 0 folders.
LogContentBrowser: Native class hierarchy updated for 'SceneOutliner' in 0.0011 seconds. Added 1 classes and 0 folders.
LogCrashTracker: Crashtracker disabled due to settings.
LogUObjectGlobals:Warning: Failed to find object 'Class None.'
LogLoad: Full Startup: 8.40 seconds (BP compile: 0.00 seconds)
LogHttp:Warning: didFailWithError. Http request failed - İnternet bağlantısı çevrimdışı gözüküyor. http://cdn.unrealengine.com/surveys/en/index.json: 0x7fc367a68750
LogContentStreaming: Texture pool size now 1000 MB
LogHttp:Warning: didFailWithError. Http request failed - İnternet bağlantısı çevrimdışı gözüküyor. http://cdn.unrealengine.com/surveys/en/index.json: 0x7fc36074a480
LogRenderer: Reallocating scene render targets to support 812x724 (Frame:2).
LogHttp:Warning: didFailWithError. Http request failed - İnternet bağlantısı çevrimdışı gözüküyor. http://cdn.unrealengine.com/surveys/index.json: 0x7fc3676beb00
LogAssetRegistry: Asset discovery search completed in 4.4502 seconds
LogCollectionManager: Rebuilt the object cache for 0 collections in 0.000002 seconds (found 0 objects)
LogCollectionManager: Fixed up redirectors for 0 collections in 0.000022 seconds (updated 0 objects)
Cmd: MAP LOAD FILE="../../../Engine/Content/Maps/Templates/Template_Default.umap" TEMPLATE=1 SHOWPROGRESS=1 FEATURELEVEL=2
LightingResults: New page: Lighting Build
LogContentBrowser: Native class hierarchy updated for 'StatsViewer' in 0.0017 seconds. Added 5 classes and 0 folders.
LoadErrors: New page: Loading map: Template_Default.umap
MapCheck: New page: Map Check
LightingResults: New page: Lighting Build
LogParticles: Destroying 0 GPU particle simulations for FXSystem 0x0x149179b20
LogAIModule: Creating AISystem for world Untitled_1
LogEditorServer: Finished looking for orphan Actors (0.000 secs)
Cmd: MAP CHECKDEP NOCLEARLOG
MapCheck: Info Map check complete: 0 Error(s), 0 Warning(s), took 25.848ms to complete.
LogFileHelpers: Loading map 'Template_Default' took 0.761
MainFrameActions: Packaging (Android (All)): Running AutomationTool...
MainFrameActions: Packaging (Android (All)): Setting up Mono
MainFrameActions: Packaging (Android (All)): Start UAT: mono AutomationTool.exe BuildCookRun -rocket -nocompile -nocompileeditor -installed -nop4 -project=/Users/Burak/Desktop/Test/MyProject/MyProject.uproject -cook -stage -archive -archivedirectory=/Users/Burak/Desktop/Test -package -clientconfig=Development -ue4exe=UE4Editor -pak -prereqs -nodebuginfo -targetplatform=Android -build -CrashReporter -utf8output
MainFrameActions: Packaging (Android (All)): Program.Main: CWD=/Users/Shared/UnrealEngine/4.10/Engine/Binaries/DotNET
MainFrameActions: Packaging (Android (All)): Automation.ParseCommandLine: Parsing command line: BuildCookRun -rocket -nocompile -nocompileeditor -installed -nop4 -project=/Users/Burak/Desktop/Test/MyProject/MyProject.uproject -cook -stage -archive -archivedirectory=/Users/Burak/Desktop/Test -package -clientconfig=Development -ue4exe=UE4Editor -pak -prereqs -nodebuginfo -targetplatform=Android -build -CrashReporter -utf8output
MainFrameActions: Packaging (Android (All)): Automation.Process: IsBuildMachine=False
MainFrameActions: Packaging (Android (All)): Automation.Process: ShouldKillProcesses=True
MainFrameActions: Packaging (Android (All)): Automation.Process: Setting up command environment.
MainFrameActions: Packaging (Android (All)): CommandUtils.SetEnvVar: SetEnvVar uebp_EngineSavedFolder=/Users/Shared/UnrealEngine/4.10/Engine/Programs/AutomationTool/Saved
MainFrameActions: Packaging (Android (All)): ProjectUtils.CleanupFolders: Cleaning up project rules folder
MainFrameActions: Packaging (Android (All)): CommandUtils.DeleteDirectoryContents: DeleteDirectoryContents(/Users/Shared/UnrealEngine/4.10/Engine/Programs/AutomationTool/Saved/Rules)
MainFrameActions: Packaging (Android (All)): Automation.Process: Compiling scripts.
MainFrameActions: Packaging (Android (All)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Loading precompiled script DLLs
MainFrameActions: Packaging (Android (All)): ScriptCompiler.LoadPreCompiledScriptAssemblies: Found 9 script DLL(s).
MainFrameActions: Packaging (Android (All)): BuildCookRun.SetupParams: Setting up ProjectParams for /Users/Burak/Desktop/Test/MyProject/MyProject.uproject
MainFrameActions: Packaging (Android (All)): ProjectUtils.CompileAndLoadTargetsAssembly: Compiling targets DLL: /Users/Shared/UnrealEngine/4.10/Engine/Programs/AutomationTool/Saved/Rules/UATRules-670066699.dll
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: Project Params **************
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: AdditionalServerMapParams=
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: Archive=True
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: ArchiveMetaData=False
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: CreateAppBundle=True
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: BaseArchiveDirectory=/Users/Burak/Desktop/Test
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: BaseStageDirectory=/Users/Burak/Desktop/Test/MyProject/Saved/StagedBuilds
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: Build=True
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: Cook=True
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: Clean=
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: Client=False
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: ClientConfigsToBuild=Development
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: ClientCookedTargets=MyProject
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: ClientTargetPlatform=Android
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: Compressed=False
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: UseDebugParamForEditorExe=False
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: CookFlavor=
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: CookOnTheFly=False
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: CookOnTheFlyStreaming=False
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: UnversionedCookedContent=False
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: SkipCookingEditorContent=False
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: NumCookersToSpawn=0
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: GeneratePatch=False
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: CreateReleaseVersion=
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: BasedOnReleaseVersion=
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: DLCName=
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: DLCIncludeEngineContent=False
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: AdditionalCookerOptions=
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: DedicatedServer=False
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: DirectoriesToCook=
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: CulturesToCook=
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: EditorTargets=
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: Foreign=False
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: IsCodeBasedProject=True
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: IsProgramTarget=False
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: IterativeCooking=False
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: CookAll=False
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: CookMapsOnly=False
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: Deploy=False
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: IterativeDeploy=False
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: FastCook=False
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: LogWindow=False
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: Manifests=False
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: MapToRun=
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: NoClient=False
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: NumClients=0
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: NoDebugInfo=True
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: NoCleanStage=False
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: NoXGE=False
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: MapsToCook=
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: Pak=True
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: Package=True
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: NullRHI=False
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: FakeClient=False
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: EditorTest=False
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: RunAutomationTests=False
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: RunAutomationTest=
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: RunTimeoutSeconds=0
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: CrashIndex=0
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: ProgramTargets=
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: ProjectBinariesFolder=/Users/Burak/Desktop/Test/MyProject/Binaries/Android
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: ProjectBinariesPath=/Users/Burak/Desktop/Test/MyProject/Binaries/Android
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: ProjectGameExeFilename=/Users/Burak/Desktop/Test/MyProject/Binaries/Android/MyProject
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: ProjectGameExePath=/Users/Burak/Desktop/Test/MyProject/Binaries/Android/MyProject
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: Distribution=False
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: Prebuilt=False
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: Prereqs=True
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: NoBootstrapExe=False
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: RawProjectPath=/Users/Burak/Desktop/Test/MyProject/MyProject.uproject
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: Rocket=True
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: Run=False
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: ServerConfigsToBuild=Development
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: ServerCookedTargets=
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: ServerTargetPlatform=Android
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: ShortProjectName=MyProject
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: SignedPak=False
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: SignPak=
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: SkipCook=False
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: SkipCookOnTheFly=False
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: SkipPak=False
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: SkipStage=False
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: Stage=True
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: bUsesSteam=False
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: bUsesCEF3=False
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: bUsesSlate=True
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: bDebugBuildsActuallyUseDebugCRT=False
MainFrameActions: Packaging (Android (All)): ProjectParams.ValidateAndLog: Project Params **************
MainFrameActions: Packaging (Android (All)): Project.Build: ********** BUILD COMMAND STARTED **********
MainFrameActions: Packaging (Android (All)): UE4Build.Build: XGE was requested, but is unavailable, so we won't use it.
MainFrameActions: Packaging (Android (All)): UE4Build.Build: ************************* UE4Build:
MainFrameActions: Packaging (Android (All)): UE4Build.Build: ************************* ForceMonolithic: False
MainFrameActions: Packaging (Android (All)): UE4Build.Build: ************************* ForceNonUnity:False
MainFrameActions: Packaging (Android (All)): UE4Build.Build: ************************* ForceDebugInfo: False
MainFrameActions: Packaging (Android (All)): UE4Build.Build: ************************* UseXGE: False
MainFrameActions: Packaging (Android (All)): UE4Build.Build: ************************* UseParallelExecutor: False
MainFrameActions: Packaging (Android (All)): CommandUtils.Run: Run: mono "/Users/Shared/UnrealEngine/4.10/Engine/Binaries/DotNET/UnrealBuildTool.exe" MyProject Android Development  /Users/Burak/Desktop/Test/MyProject/MyProject.uproject  -remoteini="/Users/Burak/Desktop/Test/MyProject" -noxge -generatemanifest -rocket -nocreatestub -NoHotReloadFromIDE
MainFrameActions: Packaging (Android (All)): mono: NDK version: 22, GccVersion: 4.9
MainFrameActions: Packaging (Android (All)): CommandUtils.Run: Run: Took 2,749161s to run mono, ExitCode=0
MainFrameActions: Packaging (Android (All)): UE4Build.PrepareManifest: Copied UBT manifest to /Users/Burak/Library/Logs/Unreal Engine/LocalBuildLogs/UBTManifest.27.xml
MainFrameActions: Packaging (Android (All)): CommandUtils.Run: Run: mono "/Users/Shared/UnrealEngine/4.10/Engine/Binaries/DotNET/UnrealBuildTool.exe" MyProject Android Development  /Users/Burak/Desktop/Test/MyProject/MyProject.uproject  -remoteini="/Users/Burak/Desktop/Test/MyProject" -noxge -rocket -nocreatestub -NoHotReloadFromIDE -ignorejunk
MainFrameActions: Packaging (Android (All)): mono: Creating makefile for MyProject (no existing makefile)
MainFrameActions: Packaging (Android (All)): mono: Performing full C++ include scan (no include cache file)
MainFrameActions: Packaging (Android (All)): mono: NDK version: 22, GccVersion: 4.9
MainFrameActions: Packaging (Android (All)): mono: Parsing headers for MyProject
MainFrameActions: Packaging (Android (All)): mono:   Running UnrealHeaderTool "/Users/Burak/Desktop/Test/MyProject/MyProject.uproject" "/Users/Burak/Desktop/Test/MyProject/Intermediate/Build/Android/MyProject/Development/UnrealHeaderTool.manifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -rocket -installed
MainFrameActions: Packaging (Android (All)): mono: Reflection code generated for MyProject in 11,5440504 seconds
MainFrameActions: Packaging (Android (All)): mono: Compiling Native code with NDK API 'android-22'
MainFrameActions: Packaging (Android (All)): mono: Performing 7 actions (8 in parallel)
MainFrameActions: Packaging (Android (All)): mono: [2/7] clang++ UELinkerFixupsName.h [armv7-es2]
MainFrameActions: Packaging (Android (All)): mono: [1/7] clang++ MyProject.h [armv7-es2]
MainFrameActions: Packaging (Android (All)): mono: In file included from /Users/Shared/UnrealEngine/4.10/Engine/Intermediate/Build/Android/UE4/Development/MyProject/MyProject.h:4:
MainFrameActions: Packaging (Android (All)): mono: In file included from /Users/Burak/Desktop/Test/MyProject/Source/MyProject/MyProject.h:5:
MainFrameActions: Packaging (Android (All)): mono: In file included from Runtime/Engine/Public/Engine.h:9:
MainFrameActions: Packaging (Android (All)): mono: In file included from Runtime/Core/Public/Core.h:16:
MainFrameActions: Packaging (Android (All)): mono: /Users/Shared/UnrealEngine/4.10/Engine/Source/Runtime/Core/Public/HAL/PlatformIncludes.h(6,10) :  fatal error: 'wchar.h' file not found
MainFrameActions: Packaging (Android (All)): mono: #include <wchar.h>
MainFrameActions: Packaging (Android (All)): mono:          ^
MainFrameActions: Packaging (Android (All)): mono: [3/7] clang++ UELinkerFixups.cpp [armv7-es2]
MainFrameActions: Packaging (Android (All)): mono: 1 error generated.
MainFrameActions: Packaging (Android (All)): mono: -------- End Detailed Actions Stats -----------------------------------------------------------
MainFrameActions: Packaging (Android (All)): mono: ERROR: UBT ERROR: Failed to produce item: /Users/Burak/Desktop/Test/MyProject/Binaries/Android/MyProject-armv7-es2.so
MainFrameActions: Packaging (Android (All)): mono: Total build time: 31,65 seconds
MainFrameActions: Packaging (Android (All)): CommandUtils.Run: Run: Took 31,762652s to run mono, ExitCode=5
MainFrameActions: Packaging (Android (All)): BuildCommand.Execute: ERROR: BUILD FAILED
MainFrameActions: Packaging (Android (All)): Program.Main: ERROR: AutomationTool terminated with exception:
MainFrameActions: Packaging (Android (All)): Program.Main: ERROR: Exception in AutomationUtils.Automation: Command failed (Result:5): /Users/Shared/UnrealEngine/4.10/Engine/Binaries/DotNET/UnrealBuildTool.exe MyProject Android Development  /Users/Burak/Desktop/Test/MyProject/MyProject.uproject  -remoteini="/Users/Burak/Desktop/Test/MyProject" -noxge -rocket -nocreatestub -NoHotReloadFromIDE -ignorejunk. See logfile for details: 'UnrealBuildTool-2016.02.20-00.26.42.txt'
MainFrameActions: Packaging (Android (All)): Stacktrace:   at AutomationTool.CommandUtils.RunAndLog (System.String App, System.String CommandLine, System.String Logfile, Int32 MaxSuccessCode, System.String Input, ERunOptions Options, System.Collections.Generic.Dictionary`2 EnvVars) [0x00000] in <filename unknown>:0
MainFrameActions: Packaging (Android (All)):   at AutomationTool.CommandUtils.RunAndLog (AutomationTool.CommandEnvironment Env, System.String App, System.String CommandLine, System.String LogName, Int32 MaxSuccessCode, System.String Input, ERunOptions Options, System.Collections.Generic.Dictionary`2 EnvVars) [0x00000] in <filename unknown>:0
MainFrameActions: Packaging (Android (All)):   at AutomationTool.C
MainFrameActions: Packaging (Android (All)): ommandUtils.RunUBT (AutomationTool.CommandEnvironment Env, System.String UBTExecutable, System.String CommandLine, System.String LogName, System.Collections.Generic.Dictionary`2 EnvVars) [0x00000] in <filename unknown>:0
MainFrameActions: Packaging (Android (All)):   at AutomationTool.CommandUtils.RunUBT (AutomationTool.CommandEnvironment Env, System.String UBTExecutable, System.String Project, System.String Target, System.String Platform, System.String Config, System.String AdditionalArgs, System.String LogName, System.Collections.Generic.Dictionary`2 EnvVars) [0x00000] in <filename unknown>:0
MainFrameActions: Packaging (Android (All)):   at AutomationTool.UE4Build.BuildWithUBT (System.String ProjectName, System.String TargetName, UnrealTargetPlatform TargetPlatform, System.String Config, System.String UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, System.String InAddArgs, Boolean ForceUnity, System.Collections.Generic.Dictionary`2 EnvVars) [0x00000] in <filename unknown>:0
MainFrameActions: Packaging (Android (All)):   at AutomationTool.UE4Build.Build (AutomationTool.BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, System.Collections.Generic.Dictionary`2 PlatformEnvVars) [0x00000] in <filename unknown>:0
MainFrameActions: Packaging (Android (All)):   at Project.Build (BuildCommand Command, AutomationTool.ProjectParams Params, Int32 WorkingCL) [0x00000] in <filename unknown>:0
MainFrameActions: Packaging (Android (All)):   at BuildCookRun.DoBuildCookRun (AutomationTool.ProjectParams Params) [0x00000] in <filename unknown>:0
MainFrameActions: Packaging (Android (All)):   at BuildCookRun.ExecuteBuild () [0x00000] in <filename unknown>:0
MainFrameActions: Packaging (Android (All)):   at BuildCommand.Execute () [0x00000] in <filename unknown>:0
MainFrameActions: Packaging (Android (All)): Program.Main: AutomationTool exiting with ExitCode=5
MainFrameActions: Packaging (Android (All)): Domain_ProcessExit
MainFrameActions: Packaging (Android (All)): RunUAT ERROR: AutomationTool was unable to run successfully.
PackagingResults:Error: Error Unknown Error
İlk olarak aşağıdaki dizinleri silip tekrar paketlemeyi dener misin?
  • Intermediate/Android/APK/src
  • Build/Android/src
Bu yöntem işe yaramazsa herhangi bir basit taslak projeyi paketlemeyi dener misin?
(20-02-2016, Saat: 12:46)cahitburak Adlı Kullanıcıdan Alıntı: [ -> ]İlk olarak aşağıdaki dizinleri silip tekrar paketlemeyi dener misin?
  • Intermediate/Android/APK/src
  • Build/Android/src
Bu yöntem işe yaramazsa herhangi bir basit taslak projeyi paketlemeyi dener misin?

Dediğin klasörlere baktımda içlerinde Android klasörü bulunmuyor bu arada taslak proje denedim gene olmadı, aynı hatayı veriyor.
Evet çözüm nedir acaba Sad
Sadece Mac için paketleyebiliyorum diğerlerinde hata veriyor.
(20-02-2016, Saat: 18:42)dvl Adlı Kullanıcıdan Alıntı: [ -> ]Evet çözüm nedir acaba Sad
Sadece Mac için paketleyebiliyorum diğerlerinde hata veriyor.

Bildiğim sorunlarla ilgili yardımcı olmaya çalıştım. Hata kodu ile birlikte hatayı da aradım ama elle tutulur bir sonuç bulamadım. Mac de iyi bildiğim bir platform değil.
  • Android SDK kurulumunda bir sorun olsaydı başka hatalar alınırdı yine de kontrol et istersen.
  • Bir yerde de Java versiyonları ile ilgili bir çakışma sorunu vardı. Birden çok Java (JDK) olmasın, hepsini kaldırıp tekrar kurmayı deneyebilirsin.
  • Bir kişi UE4 versiyonunu GitHub'dan derlemiş ama nasılsa bazı bölümleri eski versiyondan kalmış. Böyle bir sorun olabilir. UE4'ü kaldırıp Launcher üzerinden tekrar kurmayı deneyebilirsin.
  • Son olarak da aşağıdaki linklerden benzer sorunlar arayabilirsin.
    https://answers.unrealengine.com/search....er=default
    https://www.google.com.tr/webhp?sourceid...itCode%3D5
(20-02-2016, Saat: 23:15)cahitburak Adlı Kullanıcıdan Alıntı: [ -> ]
(20-02-2016, Saat: 18:42)dvl Adlı Kullanıcıdan Alıntı: [ -> ]Evet çözüm nedir acaba Sad
Sadece Mac için paketleyebiliyorum diğerlerinde hata veriyor.

Bildiğim sorunlarla ilgili yardımcı olmaya çalıştım. Hata kodu ile birlikte hatayı da aradım ama elle tutulur bir sonuç bulamadım. Mac de iyi bildiğim bir platform değil.
  • Android SDK kurulumunda bir sorun olsaydı başka hatalar alınırdı yine de kontrol et istersen.
  • Bir yerde de Java versiyonları ile ilgili bir çakışma sorunu vardı. Birden çok Java (JDK) olmasın, hepsini kaldırıp tekrar kurmayı deneyebilirsin.
  • Bir kişi UE4 versiyonunu GitHub'dan derlemiş ama nasılsa bazı bölümleri eski versiyondan kalmış. Böyle bir sorun olabilir. UE4'ü kaldırıp Launcher üzerinden tekrar kurmayı deneyebilirsin.
  • Son olarak da aşağıdaki linklerden benzer sorunlar arayabilirsin.
    https://answers.unrealengine.com/search....er=default
    https://www.google.com.tr/webhp?sourceid...itCode%3D5

Genede çok teşekkür ederim yardımlarından dolayı.
Birde windows'a kurup deniyim.