Failed to resolve into an asset ID

Hi ! i’m working with the Lyraproject and try to make my own gameplay plugin based on shootercore.
I did make a nex lyra experience definition along a gamefeature data and set my level to use the my gameplay exeperience as default but get this weird error i can’t explain :
LogLyraExperience: Error: /EgoCore/Maps/UEDPIE_0_Test.Test:PersistentLevel.LyraWorldSettings.DefaultGameplayExperience is /EgoCore/Experiences/B_EgoCore_Gameplay.B_EgoCore_Gameplay_C but that failed to resolve into an asset ID (you might need to add a path to the Asset Rules in your game feature plugin or project settings

Any clue ?

Thanks !

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I have the same problem, stuck for weeks with no success. Did you figure it out?

In project settings under Game->AssetManager. Under “primary asset types to scan” (on mine) the gameplay experiences section is on index 4. Add your new blueprint gameplay experience definition under the ‘Specific Assets’. For me, this fixed the issue.

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It’s awesome, Thanks bro !!!

Hi there! There’s a better way to do this without having to adjust your settings every time you add a new game feature. You need to make changes in your Game Feature Data, which is the Data Asset you set up initially located in the root of your game feature.

Under the Asset Manager section, add the path to your Experience Definition (B_SuperPowerFeatureExperience). In my case, it’s located under “/SuperPowerFeature/System/Experience,” similar to the ShooterCore path. By doing this, you won’t have to adjust your settings every time you create a new feature.

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thanks a lot

Thanks man I had the same problem and your solution worked!

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The solution worked for me as well but I think this might be a bug. Correct me if I’m wrong, but when the asset manager loads a plugin, it should pick up the paths to scan for experiences etc. from the plugin’s Data Asset arrays (Primary Asset Types to Scan). In the case of Lyra (5.3.2) the asset manager fails to do that, and instead needs an entry in the Project default asset manager arrays Primary Asset Types to Scan.

I know that this thread is old but nevertheless, … :slight_smile: . In the derived experience definition, there is a section called “Game Features to Enable”.

Usually people forget to set it. In there you must specify your game features name. (Or all game features you need to enable for the experience). Also same for the actions sets. There is also such a section.

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