I want to do this: Create and package original game. Then I want to create additional PAK files with new meshes/sounds/animations and blueprints based on blueprint in the original game. Original game should not know anything about additional meshes/animations/etc. So I need to create a smart system with AssetRegistry in the original game that scans all PAK files, load/mount them and with AssetRegistry scan those PAK files for all assets.
What I did to achieve my goal: I create and package successfully original game for the target platform (windows standalone). Then in the project, I create additional content and cook them for the target platform. I use UnrealPak.exe to create PAK files for additional content. I am able to load/mount PAK file in the original game by placing PAK file in Paks folder and they load/mount at startup of the game (this sentence is based on the LOG file from the original game, I don’t know how to check if it is true or not). I am able to load/mount PAK file even with code by using FCoreDelegates::OnMountPak.Execute (this sentence is also based on the LOG file from the original game). So loading/mounting PAK files should work well. But now where is the biggest issue. I want to use AssetRegistry to scan for all assets in all PAK files. I tried everything I came up with. I tried ScanPathsSynchronous method, GetAllAssets method. Only what happens is it loads assets from ORIGINAL GAME PAK FILE. It seems that AssetRegistry doesn’t know anything about other PAK files. I tried to tell AssetRegistry where are those files with AddPath method and still doesn’t work.
So my example code what I tried is here:
FString path1 = FPaths::ConvertRelativePathToFull(FString("../../../TestPaks/Content/Paks/test.pak"));
FString path2 = FPaths::ConvertRelativePathToFull(FString("../../../TestPaks/Content/Paks/testmaterial.pak"));
bool check1 = false;
bool check2 = false;
if (FCoreDelegates::OnMountPak.IsBound())
{
check1 = FCoreDelegates::OnMountPak.Execute(path1, 0, nullptr); //Number should be 0-4; specifies search order
check2 = FCoreDelegates::OnMountPak.Execute(path2, 0, nullptr); //Number should be 0-4; specifies search order
}
UE_LOG(LogTemp, Warning, TEXT("%s"), *path1);
UE_LOG(LogTemp, Warning, TEXT("%s"), *path2);
FString NewString1 = check1 ? "true" : "false";
FString NewString2 = check2 ? "true" : "false";
UE_LOG(LogTemp, Warning, TEXT("check 1 = %s"), *NewString1);
UE_LOG(LogTemp, Warning, TEXT("check 2 = %s"), *NewString2);
FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(FName("AssetRegistry"));
IAssetRegistry& assetRegistry = AssetRegistryModule.Get();
TArray<FString> ContentPaths;
TArray<FAssetData> data;
//assetRegistry.AddPath(path1);
FString contentRelativeDir = TEXT("/Game/Paks");
assetRegistry.AddPath(contentRelativeDir);
assetRegistry.ScanPathsSynchronous({ contentRelativeDir });
//assetRegistry.SearchAllAssets(true);
assetRegistry.GetAllAssets(data, false);
assetRegistry.GetAllCachedPaths(ContentPaths);
for (FString& data : ContentPaths)
{
UE_LOG(LogTemp, Warning, TEXT("GetAllCachedPaths: %s"), *data);
}
FString NewString = FString::FromInt(data.Num());
UE_LOG(LogTemp, Warning, TEXT("%s"), *NewString);
for (int32 i = 0; i < data.Num(); i++)
{
FString s = data[i].AssetName.ToString();
FString ss = data[i].AssetClass.ToString();
UE_LOG(LogTemp, Warning, TEXT("%s | %s"), *s, *ss);
}
I tried a lot of versions of paths and nothing is working. I am in this mess around 2 weeks and I don’t have any much more tips on what to do and what will work. So how should this work properly??? I looked in forums here and StackOverflow and there are some solutions, but they don’t work anymore.