How to load a map from a dynamic level

Excellent - so it’s working? Does that also work just using the non- DLC map load as well?

I just tried it with the code @theonecalledtom sent me. I think the reason his code works is because he mounts the pack somewhere, and then mounts wherever he mounted the pak to game folder. So say he mounts the pak to D:\MountPak\ , then he mounts D:\MountPak\ to /DLC/ and now all of assets are under /DLC/. I think the right side of that paklist.txt file is basically just the path after mounting to the asset, and since it seems that UE4 doesn’t automatically fix that for you, you can just do it yourself and it will work. So I imagine you could mount it wherever you wanted as long as the paths in the pakfile are the same.

Yeah that’s a good idea. I might do the same once I finish this contract because I think it would be really cool to write a plugin that handles this stuff for you. Or at least document how it’s done because there is no information. That’s why I wrote that step by step up there so I don’t forget lol. I imagine it’s a pretty requested feature. someone sent me information about using the OnMountPak.Execute() so im going to give it a shot now.

Right, that’s cool - sounds like it fixes the problem that lead me to putting the files in the root of D:… I think I’m still going to try to get it working stock in 4.19 to see what happens in there out of curiosity… Glad to hear you have a working solution :slight_smile:

Yeah there’s actually quite a few benefits to doing it that way (yes that’s the procedure) - you can share assets with a base project and just merge them in meaning much smaller transit files - and compression/decompression will be a lot faster - it also means you’re only comp/decomp’ing once…

@RichardB have you used the pak file compression? It works pretty well on my data sets (json files, pngs, jpgs) and means you don’t need to add any zip decompress tech across your different platforms.

@TestyRabbit … you mean you took mounting code out of the code I shared? Any chance you could share your final solution and tell me what you removed to fix what cos I’ve got to admit I’m not quite following the chronology of this thread!

Yeah I used that first, but I was having to embed the data into multiple BMP files so I could add them to slides in powerpoint files - it was less cpu work to just zip assets one by one and it was windows only. I want to go back to pak files though as yeah I like the transparent compression and now 4.19 has encryption too…

@theonecalledtom I’d be happy to share my final solution with more depth once I fully understand it haha. The only thing I’m having an issue with now is that when I mount a pak that contains a blueprint that’s parented to a c++ class, it fails to load saying Missing Dependency, request for CPPParent but it hasn’t been created yet. Have you ran into this?