Hey, we upgraded to UE5.5 and now we are unable to load the UMoviePipelinePrimaryConfig-Assets in a packaged project.
We add the folders that contain those assets in “Additional Asset Directories To Cook” in the Project Settings.
In UE 5.3 this worked well, but in 5.5 it somehow doesn’t work for our project.
I tried to create a reproducer, but in an empty project with the same logic as in our project it worked.
Here are some more informations I found out:
In the cooking log it properly lists the assets:
UATHelper: Packaging (Windows): LogCook: Display: Cooking /MyPlugin/MySubfolder/MRQConfigAsset, Instigator: { CommandLineDirectory: D:/*Path to Project*/Plugins/MyPlugin/Content/MySubfolder }
After the package process I can also find them in the “Manifest_UFSFiles_Win64.txt”
When trying to load them we basically first use the AssetRegistry.ScanPathsSynchronous on the folders containing the assets with ForceRescan=true.
Afterwards we try to retrieve them with AssetRegistry.GetAssetsByClass. As mentioned, this worked well in 5.3.
While debugging the issue I also used the CommandLine version:
“AssetRegistry.ScanPath /MyPlugin/MySubfolder/ -forcerescan -ignoredenylists”
and
“AssetRegistry.ScanPath /MyPlugin/ -forcerescan -ignoredenylists”
With the verbose logging enabled it shows some issues:
LogAssetRegistry: Verbose: SetPropertiesAndWait called on non-existent path D:/*Path to Project*/Build/5.5/Windows/*Packaged Project Path*/Plugins/MyPlugin/Content/MySubfolder. Call will be ignored. and LogAssetRegistry: SetPropertiesAndWait called on D:/*Path to Project*/Build/5.5/Windows/*Packaged Project Path*/Plugins/MyPlugin/Content which is not in a mounted directory. Call will be ignored.
“PackageName.DumpMountPoints” does properly list the plugin though:
LogPackageName: '/MyPlugin/' -> '../../Plugins/MyPlugin/Content/'
When using “AssetRegistry.DumpState All -log” it lists all assets in our other plugins but not the one with the UMoviePipelinePrimaryConfig-Assets.
What am I missing here or how can I debug further ?