I developed a custom program based on UE5 (version 5.5) through secondary development. After packaging the program, I tried to establish a connection with SketchUp (SU) via DataSmith Direct Link. The current issue is: SU can detect the program as a Direct Link source, but models fail to sync and load into the program. The following warning repeatedly appears in the program’s runtime log:LogDirectLinkNet: Warning: Endpoint ‘DatasmithRuntime’: Dropped delta message (inactive stream used on port 1) I have tried these steps: 1. Migrated DataSmith-related plugins (including DatasmithRuntime) to project plugins and packaged them with the program; 2. Launched the program with the command-line parameter -messaging on to ensure UDP communication is enabled; 3. Checked firewall settings to ensure network communication is not blocked; 4. Tested with simplified models to rule out issues related to model complexity. However, the problem persists. I hope official engineers can help analyze the cause and provide a solution.
Datasmith DirectLink works correctly in UE5 Editor and syncs models with SketchUp, but fails to function after building a packaged version. How can this be resolved?
Hi there lwphantom, and welcome to the forums!
I understand that you are having an issue with Datasmith failing to function after building a packaged program.
Your best chance of success with this particular issue would be to contact Unreal Engine’s support, which is also available through the forums.
Thank you & take care!
I would like to understand why the Direct Link feature of the free Datasmith Runtime plugin functions correctly within the Unreal Engine 5 (UE5) editor environment but fails to operate in packaged builds. Crucially, why is this significant limitation not clearly documented on the plugin? This issue has impacted numerous developers, as evidenced by extensive forum discussions where users report being unable to progress with their projects due to this problem. While you have directed me to Unreal Engine’s paid technical support (requiring a 10-seat subscription), I find this solution unfair. Had the plugin explicitly stated this limitation upfront, I would not have chosen Datasmith Runtime as a solution for my project. This problem is not new; forum records indicate it existed prior to early 2023. Its persistence raises serious questions: Is the issue fundamentally unresolvable, or is its continuation linked to the commercial requirement for paid support subscriptions? This lack of resolution is deeply concerning. As the official provider of this plugin, I formally request that Epic Games address this inherent plugin bug. Can someone from the team please step forward to provide a solution for this long-standing, officially recognized problem? Finally, I would like to express my appreciation to CallofAeons for acknowledging my query and providing an initial response on the official forums. Thank you.
Crucially, this problem was not caused by my actions or project setup. It stems directly from a limitation or defect inherent in the Datasmith Runtime plugin, which is an official product developed and distributed by Epic Games. Therefore, the responsibility for resolving this issue lies unequivocally with Epic Games as the developer and provider of the plugin. I require an official solution from Epic Games, not instructions for me to find a workaround. The fundamental principle applies: the party responsible for creating the problem must provide the solution. This responsibility cannot be deferred or transferred to the users impacted by the plugin’s shortcomings.
Furthermore, directing users experiencing this known plugin defect towards paid support raises serious concerns. I find it difficult to comprehend – and deeply troubling – whether this reflects an intentional strategy where fundamental limitations in official tools are left unresolved to drive revenue through support subscriptions. Is this one of Unreal Engine’s established monetization models? After investing seven months developing my project, I now face catastrophic consequences: the inability to deliver the product to my client due to this unresolved plugin issue. This situation has caused significant financial and reputational damage, and my frustration has reached a critical point.
Therefore, I formally demand that Epic Games immediately:
1. Acknowledge this as a critical defect in the official Datasmith Runtime plugin.
2. Commit dedicated resources to develop and release a permanent fix.
3. Provide clear timelines for an updated plugin version that resolves the Direct Link issue in packaged builds.
Solution/Workaround Found:
Based on our investigation, we’ve determined that the functionality within Datasmith Runtime itself is not faulty. The issue preventing proper operation in packaged builds stems from two root causes:
- Missing Module References: Essential modules (
Messaging
,Networking
,UdpMessaging
) were not properly referenced. This requires adding references to both the project’sBuild.cs
file and the.uproject
file. Ensuring these references are in place guarantees that models load correctly after packaging when the program links with external software like SketchUp or 3ds Max. - UDP Communication Disabled in Packaged Builds: Packaged builds appear to disable UDP communication by default. To resolve this, force-enable communication when launching the
.exe
by appending the-Messaging
command-line argument. This can be achieved by:
- Launching the executable directly via the command prompt (CMD) with the argument.
- Creating a batch (.bat) file that includes the argument.
- Developing a Python-based launcher script.
While I’m not entirely certain if this precisely identifies the fundamental root cause, implementing these steps has successfully enabled the packaged Datasmith Runtime application to function as intended. It now correctly synchronizes via Direct Link and loads models from software like SketchUp and 3ds Max.
I hope this information proves helpful to others encountering the same issue.