I’m having a lot of troubles packaging DLC as a pak file for my game compatible with 4.17+.
I’m hitting a couple different issues being tracked by the developer team (Unreal Engine Issues and Bug Tracker (UE-42880), Unreal Engine Issues and Bug Tracker (UE-53636)).
However, it’s extremely surprising that packaging DLC isn’t working.
I can’t imagine there’s nobody packaging DLC for recent version of Unreal engine, which makes me think other groups have found workarounds.
Is anybody successfully packaging DLC in these Unreal versions?
Can you share your workarounds?
I was trying to see how a simple mod could work using the workflow by Tom Looman. But when packaging the mod from project launcher i could never get the game load the map.
I always get : Packaging a DLC Plugin Fails with “Couldn’t Update Resources” Error.
I see the mod pak file, i added it to my game pak folder, but never get loaded.
Are you using the version of unreal from the launcher too,or are you building from the source.
I still don’t have anything working.
Neither with the 4.18.3 build, nor with 4.19 preview, nor with source build on the promoted branch.
I’m working on the problem now.
I don’t have the engine build from source to check it but since you build it from source, have you checked the WinPlatform.Automation.cs file mentioned in this thread:
The code has changed a little since then, so the fix from the answers forum doesn’t quite apply anymore, I think.
However, you’ll find that even though the process is ending with an error message, a pak file will still be spat out by the system.
The process that is failing should not to my knowledge actually affect the final pak file.
Something else is causing paks to not load properly.
I’ve asked about it on the UDN a few business days ago, and I’m hoping to get a response soon
Thanks for catching that!
It doesn’t look like it’s made its way onto the promoted branch just yet, but I’ll check for it every morning until it does and I’ll let you know if it makes a difference with the overall pak problems.
I haven’t looked into this issue so I don’t have specific advice for how to address it, but If you need the fix from UE-42880 I can post it here.
it was fixed by calling WindowsExports.PrepForUATPackageOrDeploy() in BaseWinPlatform.Build only when not building DLC. The fix (CL 3909255) also renamed PrepForUATPackageOrDeploy to SetApplicationIcon to better reflect what the method actually does, which affected WindowsDeploy.cs, WindowsExports.cs and WinPlatform.Automation.cs.
Good news.
Try using 4.19 to package your DLC using the regular profiler method.
You’ll still hit the error at the end but the package itself will work well.
I am using a plugin developed by another gentleman to load the pak files at runtime.
I’ll talk to him about open sourcing it somewhere
I tried a few simple dlcs yesterday seems to work with 4.19. I need to check again how multiple patches work together.
But still no no luck adding a mod from a content plugin.
I added a simple map at one point(not in the plugin content folder, in the main’s game content folder) and build a dlc like i was building a mod in profile launcher, without being a patch and i could open it in game.
But with this approach i couldn’t load a blueprint or any changes in a blueprint doesn’t work.
Hi Makis, mine is the same as the settings shared by Looman’s project, although I use 4.19.2. Please do compile the project via launcher, and compile DLC via launcher.
Hi! I am using 4.19. I am able to generate the APK app, but the DLC is generated only inside the /save project, instead of HTTPchunks folder. The HTTPchunks is created, but is empty. Besides, I cannot find the manifest file! Anyone can help with this please?
Thanks!
EDIT: To make it work with 4.19, you need to untick generate chunks from Edit - Project Settings - Packaging - Generate Chunks