Hi, so I’ve managed to get .pak files mounted automatically in my packaged game by packaging them as plugins in a seperate project. I was just wondering if the engine is correctly mounting the Pak files for me or if I need to do that bit myself? and that I’m running the correct bits of code after that? Thanks!
After the engine finds the plugins it mounts the .pak file and container from the .utoc file automatically but after that the logs outputs:
“LogPakFile: Display: Mounted Pak file ‘../../../HardcoreSurvivalGame/Mods/TestMod/Content/Paks/Windows/TestModHSGModKit-Windows.pak’, mount point: ‘../../../HSGModKit/Plugins/TestMod/’
LogPakFile: Display: Mount point ‘../../../HSGModKit/Plugins/TestMod/’ is not mounted to a valid Root Path yet, assets in this pak file may not be accessible until a corresponding UFS Mount Point is added through FPackageName::RegisterMountPoint.”
So I then run this bit of code:
FString Path1 = TEXT(“/Game/TestMod/”);
FString Path2 = TEXT(“../../../HSGModKit/Plugins/TestMod/”);
FPackageName::RegisterMountPoint(Path1, Path2);
Which outputs:
[2025.03.21-05.04.26:061][179]LogPackageName: FPackageName: Mount point added: ‘../../../HSGModKit/Plugins/TestMod/’ mounted to ‘/Game/TestMod/’
Followed by:
TArray Paths;
FString Path = TEXT(“/Game/TestMod/”);
Paths.Add(Path);
AssetRegistry.ScanPathsSynchronous(Paths, true, false);
Which doesnt find anything.
I’ve setup the OnAssetAdded() and OnAssetRemoved() delegates but they also fail to output any of the new assets I have in the plugin, it should find a bluprint, some materials and a mesh.
Thanks again!