Hi everyone!
I’m having this error while packaging the game (in the cooking process)
UATHelper: Packaging (Windows (64-bit)): LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: ‘(/Game/xxxxx/xxxx/<mapname>’ is not a standard unreal filename or a long path name. Reason: Path should start with a ‘/’
PackagingResults: Error: DoesPackageExist: DoesPackageExist FAILED: ‘(/Game/xxxxx/xxxx/<mapname>’ is not a standard unreal filename or a long path name. Reason: Path should start with a ‘/’
As you can see, it’s look like it is trying to open a map with a " ( " at the start of its namepath…
I already tried searching the entire project for the mapname and any single “OpenLevel” block, but still no luck
It seems to me that the ( at the start of the path can only have come from a typing error and that you should be searching in your blueprint nodes or C++ code for (/Game and see what you find.
By the way, I was able to fix it in this way:
I used Notepad++ to search in every single file in the content folder for the string
(/Game
Notepad++ found only a reference into a file (it was unable to show me the preview). I opened this file and deleted the content (it was only a test). Now the project is compiling with no error.
Update:
I just understood the problem: in that Blueprint, there was a variable with a soft reference to that map. Probably it was corrupted, I reassigned the value and recompiled the BP (for some reason the search inside blueprint and also the reference viewer were not showing it)
If you have any more in depth ways that I could solve this, it would be much appreciated. I was supposed to release my game in alpha today, but this error is causing much grief. If I find a proper solution, I’ll post it here. Other wise please help me anyone that is able!
Edit: I found out my problem. When looking through the messages about the packaging, it showed a lot of problems with my sevarog and one of my other characters. Turns out it was looking for a folder that wasn’t downloaded. After removing the folders, everything has worked perfectly. I hope this provides help to anyone seeing this.
Thanks for the concluding edit Altegano. I was having a similar issue with a VR test package I was creating for launch in the Vive Focus 3 when previously I had been packaging for Oculus Quest 2. Reviewing the messages following a compilation failure pointed me to the components that still contained Oculus references (in this instance the motion controller components) and once I replaced them, the package compiled fine.