Hello :).
Are you using the correct path to the db?
This is from my own project, where the paths are specified like:
RelativePathToGMKernel = TEXT("NonAssetData/naif/kernels/Generic/PCK/gm_de431.tpc");
And used like:
FString fullPathToFile = toPath(file);
FString toPath(const FString& file)
{
// BaseGame.ini [/Script/UnrealEd.ProjectPackagingSettings] DirectoriesToAlwaysStageAsNonUFS
// is relative to the project's Content directory... Copying kernel files, then, means the directory must be relative to the content directory
if(FPaths::IsRelative(file))
{
auto gameDir = FPaths::ConvertRelativePathToFull(FPaths::ProjectContentDir());
return FPaths::Combine(gameDir, file);
}
return file;
}
Could you need to set the working directory? I do so like this (windows only):
void furnsh(
const FString& file
)
{
FString fullPathToFile = toPath(file);
#ifdef SET_WORKING_DIRECTORY_IN_FURNSH
// Get the current working directory...
TCHAR buffer[WINDOWS_MAX_PATH];
TCHAR* oldWorkingDirectory = _tgetcwd(buffer, sizeof(buffer)/sizeof(buffer[0]));
// Trim the file name to just the full directory path...
FString fullPathToDirectory = FPaths::GetPath(fullPathToFile);
fullPathToDirectory.ReplaceCharInline('/', '\\');
if (FPaths::DirectoryExists(fullPathToDirectory))
{
// Set the current working directory
_tchdir(*fullPathToDirectory);
}
#endif
furnsh_c(TCHAR_TO_ANSI(*fullPathToFile));
#ifdef SET_WORKING_DIRECTORY_IN_FURNSH
// Reset the working directory to prior state...
if (oldWorkingDirectory)
{
_tchdir(oldWorkingDirectory);
}
#endif
}