Update 1.1 is now modifying my DefaultGame.ini file, enabling options such as CookAll, which is causing problems in my build. I’ve had to edit the source code to prevent this from happening. It also removes comments in my [Internationalization] section, which is quite annoying.
I’m very sorry. I will fix this problem as soon as possible.
Previously, there were reports from users that the map assets were not included in the game, resulting in the inability to open the levels
The new version 2.0 has been uploaded. The project setting “CookAll” is no longer being modified. Three new functions have been added: opening levels through object references
The loading return value of the current version is not satisfactory. May be 0%,26%,72%,100%in version 2.0
The next version will solve this problem. During the map loading process, it will return a real and uniform percentage value, such as 1%, 2%, 3%… 98%, 99%, 100%.
This version has been updated.
Changelog:
September 12, 2025
update code 4.27-5.6 to version 2.1
I have two problems. The plugin always deletes comments and quotation marks from my DefaultEngine.ini and DefaultGame.ini files. I think that adding the map to cook or activating bSerializeDependencies should be in the documentation and explain to people that they need to configure it, because when using ConfigFile.Write or ConfigFile. Set unreal does not take comments and quotation marks into account and deletes them. This may be fine in general, but it causes problems. For example, I have the Playstation SDK and in DefaultEngine.ini I need to have this:
[SonyController]
VibrationMode=“Advanced”
if I want to use Haptic vibration instead of standard vibration, and the plugin removes the quotation marks, which prevents it from working correctly. Other examples include my own comments, where I have different configurations to try out depending on the case or platform, and I keep changing them. But now everything has been deleted, and I have to remember what I had every time I want to change something. The solution was to comment out all the lines written in these files in EasyLoadingScreen.cpp. I think the changes made there are something simple that anyone could do in a minute by reading the documentation, instead of having the plugin make changes to the files directly.
My second problem is quite serious. Since Update 2.1, I haven’t been able to use the plugin. Basically, the problem is this: the game I’m working on is somewhat similar to Little Nightmares, meaning it goes through short rooms where you have to do something and move on. For performance and organizational reasons, my persistent level is empty and only contains trigger volumes and a few things that I need to be persistent. I designed a system so that, depending on the volume you are in, it loads X rooms around you to keep the hardware load as low as possible.
So my entire map is dynamic, with sometimes up to 20 LevelStreamings that are loaded and unloaded as you move.
Now the problem is that basically if I use the plugin, my persistent level loads poorly and ALL the objects and volumes I have there in that persistent level go to position 0.0.0 and the whole game breaks because when it overlaps with all the volumes at once, it tries to load everything, the character flies off because it collides with all the objects, since they have moved, In short, it’s a disaster. I’ve attached a screenshot so you can see for yourself.
It runs multiple projects normally on my computer and my friend’s computer.
You can disable my plugin. Please confirm that it is not caused by the plugin.
If the abnormality is caused by this plugin.You can zip and send your project to my email.
I have verified the situation where the plugin automatically modifies the configuration file. It does indeed remove the comments in the ini file, but it does not modify or delete the quotes or other configurations.
You can add the configuration in advance, and it will no longer modify your GameConfig and EngineConfig.The plugin will only modify the configuration file if you have not configured it.
I don’t even need to delete the plugin. If I use the normal OpenLevel or OpenLevelByReference functions, it works, but if I use any of the plugin’s functions, it simply breaks. As for the projects, I can’t compress and send them. The smallest one is 40GB (without compiling).
But this happens to me with the Unreal Launcher version, Github Source, and also Github Source + Consoles SDK. So I don’t understand what’s really going on. I thought it was something to do with the editor, but whether I do a shipping or development build, the same thing happens.
It even happens to me that in PIE when I press play, I get the error, and if I close the game, it’s as if everything remains persistent in the editor, but if I close the project and reopen it, it displays correctly.
Regarding this, thank you. If it’s a bit confusing that I’m deleting this, I’m attaching a screenshot of the change I mentioned so you can see that plugin delete it and I had to restore it.
Or you can create a new project, migrate a small amount of resources to the new project, keep the project size under 1GB, reproduce the same exception, and then compress the project and send it to me.
I have created a blueprint-only project based on the Unreal template, and indeed, it is broken in Standalone. I will compress it to send it, but where should I send it?