Current bugs with mods cooked with 190 devkit (in 192 client/server)

Hey all, I think the issue is that Mods are now actually required to have their PrimalGameData asset actually have “PrimalGameData” somewhere withinin the asset name (such as “BP_MyModPrimalGameData”). We forget to mention this, it’s a little hack for now to allow us to find the right gamedata asset for the mod to use. We’ll do away with this requirement later, but if you have that missing, it will cause the Mod to be listed as a Map within the game UI, and also then it indeed won’t load properly when used as a Mod on a dedicated server. I believe that’s what’s causing the #1 and #2 issues described above currently, and this will be cleaned up via a dedicated Cook button for Mods vs Maps going forward so we don’t have to rely on our name checking hack. Never the less, one of our engineers will be following-up to make sure that is fully working for you all :slight_smile:

(as for #4 and #5, the extra files may indeed be a little annoying, but that doesn’t actually cause any problems at the moment, right? :wink: )

Thanks,