I would like to add custom level support to my game. That works fine when I don’t use pak files. But I wan’t to use pak files for all the core stuff.
So, my idea was to use a plugin called CustomLevel, which isn’t packed. That way custom level could be copied to the plugin folder and the game could load them.
However, I can’t build the dlc, because it always fails.
The reason is a failed assertion in CookOnTheFlyServer.cpp: 6804
auto ReadDevelopmentAssetRegistry = [this, &BasedOnReleaseVersion, bVerifyPackagesExist](TArray& OutPackageList, const FString& InPlatformName)
{
FString OriginalSandboxRegistryFilename = GetBasedOnReleaseVersionAssetRegistryPath(BasedOnReleaseVersion, InPlatformName ) / TEXT(“Metadata”) / GetDevelopmentAssetRegistryFilename();
// if this check fails probably because the asset registry can't be found or read
bool bSucceeded = GetAllPackageFilenamesFromAssetRegistry(OriginalSandboxRegistryFilename, bVerifyPackagesExist, OutPackageList);
if (!bSucceeded)
{
OriginalSandboxRegistryFilename = GetBasedOnReleaseVersionAssetRegistryPath(BasedOnReleaseVersion, InPlatformName) / GetAssetRegistryFilename();
bSucceeded = GetAllPackageFilenamesFromAssetRegistry(OriginalSandboxRegistryFilename, bVerifyPackagesExist, OutPackageList);
}
if (!bSucceeded)
{
using namespace PlatformInfo;
// Check all possible flavors
// For example release version could be cooked as Android_ASTC flavor, but DLC can be made as Android_ETC2
FVanillaPlatformEntry VanillaPlatfromEntry = BuildPlatformHierarchy(*InPlatformName, EPlatformFilter::CookFlavor);
for (const FPlatformInfo* PlatformFlavorInfo : VanillaPlatfromEntry.PlatformFlavors)
{
OriginalSandboxRegistryFilename = GetBasedOnReleaseVersionAssetRegistryPath(BasedOnReleaseVersion, PlatformFlavorInfo->PlatformInfoName.ToString()) / GetAssetRegistryFilename();
bSucceeded = GetAllPackageFilenamesFromAssetRegistry(OriginalSandboxRegistryFilename, bVerifyPackagesExist, OutPackageList);
if (bSucceeded)
{
break;
}
}
}
check(bSucceeded);
};
I really don’t understand why it keeps failing.
I followed this tutorial: https://www.tomlooman.com/add-mod-support-to-your-unreal-engine-4-game/