I am working on a game that has a dedicated server, I am at the point where I have included some blueprint nodes of the JsonBlueprintUtilities plugin in my blueprints, now cooking content for the dedicated server fails with errors like these
gInit: Display: LogBlueprint: Error: [AssetLog] E:\DedicatedFPS\Content\ThirdPerson\Blueprints\BP_ThirdPersonCharacter.uasset: [Compiler] In use pin <Unnamed> no longer exists on node FromString . Please refresh node or break links to remove pin. from Source: /Game/ThirdPerson/Blueprints/BP_ThirdPersonCharacter.BP_ThirdPersonCharacter
UATHelper: Cooking (Linux): LogInit: Display: LogBlueprint: Error: [AssetLog] E:\DedicatedFPS\Content\ThirdPerson\Blueprints\BP_ThirdPersonCharacter.uasset: [Compiler] In use pin JsonString no longer exists on node FromString . Please refresh node or break links to remove pin. from Source: /Game/ThirdPerson/Blueprints/BP_ThirdPersonCharacter.BP_ThirdPersonCharacter
UATHelper: Cooking (Linux): LogInit: Display: LogBlueprint: Error: [AssetLog] E:\DedicatedFPS\Content\ThirdPerson\Blueprints\BP_ThirdPersonCharacter.uasset: [Compiler] Could not find a function named "FromString" in 'BP_ThirdPersonCharacter'.
UATHelper: Cooking (Linux): Make sure 'BP_ThirdPersonCharacter' has been compiled for FromString from Source: /Game/ThirdPerson/Blueprints/BP_ThirdPersonCharacter.BP_ThirdPersonCharacter
UATHelper: Cooking (Linux): LogInit: Display: LogLinker: Warning: [AssetLog] E:\DedicatedFPS\Content\ThirdPerson\Blueprints\BP_ThirdPersonCharacter.uasset: VerifyImport: Failed to find script package for import object 'Package /Script/JsonBlueprintUtilities'
Here is everything I did to get to this point:
- Built UE 5.1 from source code
- Started new C++ project from the third person template
- Created Server build target
- Setup everything needed to cross compile to linux
- Cooked content and built server, everything worked then
- Added JsonBlueprintUtilities plugin and set up a function that uses the “get Json from String” function from it, as soon as that’s added as part of the content that would get cooked (I added it in the player character blueprint) the cook fails.
I tried adding this ExtraModuleNames.Add("JsonBlueprintUtilities");
to my server target.cs file but still wouldn’t work.
I really need the json capabilities of this plugin, but I don’t need any of that for my dedicated server really, however it still tries to cook that content even if it’s in a function(custom event) that only runs on owning client. Any ideas what I’m doing wrong? I haven’t been able to find much about this issue online.