Inside Unreal: ChunkDownloader Explained

Hi, @VictorLerp

I am also getting same error , that page isn’t exist or in private. I removed cookies, logged out and logged in , but getting the same error. I recently finished the 2 hour video and i am keen to test the project to get to know more about chunk downloader concepts. Please help to solve this issue

Hey Ravi, I PMd you!

thank you so much

hi @VictorLerp , with IIS manager, downloads are going fine but with amazon url , nothing is happening. Should we have to do any extra settings or work for it to work ? or

hi, also there are by default 3 downloadable post actors in blueprint office scene that are present even if we delete pak’s right after building the .exe . Now i just copy pasted those into 3 more actors and changed their id so that it will download that id specific pak file. Now, when i build and delete pak files instead of first one in content folder, the default 3 actors are there but which i copied into 3 more , they are not coming. But if i don’t delete pak file from content, they are coming… please help if i’m missing any thing to set up correctly ? thanks

Hi, @VictorLerp. I also get the error for the project files link, but would love to get access to the project files. I’d appreciate any assistance you can provide.

Hi, @VictorLerp. I can’t get the project file from the link you provided. I removed cookies, logged out and logged in but it says “The page does not exist or is private”. I need them to understand the details. Please help me.

@KyleProphecy1 @Party.Inc We’ve done another pass to our permission settings - can you please log out and log back in to the Forums, and try the link again? It should work for all users now. Thanks!

I am now able to access the project files. Thanks @VictorLerp!

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@VictorLerp Now, I can download them! Thank you!

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Hi @VictorLerp , I’m new to Unreal and just watched this great video. I’m eager to download the project files and start experimenting with ChunkDownloader but I’m getting the same “Oops! That page doesn’t exist or is private.” message. Could you please share the download link?

Sent. I really thought we fixed it this time… but there might be a delay on Trust levels being assigned to new users. Either way I’m looking into it.

Hey @VictorLerp I have followed every step in the video, game downloads the file all well and good but fails to mount the .Pak file (be it in Editor or packaged Build), It seems other people are also having this issue since the iostore option was added into the engine. Any fix for that?

It was confirmed that it works well in version 4.26, which is the same as the video.

In the case of version 4.27, download or actor spawning works well, but the following Assertion failed occurs when exiting the game.

image

Has anyone solved this problem?

You’ve almost definitely figured it out by now but for anyone else that is facing this issue after following the video, currently, the cached manifest is only updated if the build id is changed, which might not always be the case. So, you are going to have to dig through the chunk downloader code and have the cached manifest always update on initialization.
After that it will detect the changes in version and/or size and flush cache based on that.

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@VictorLerp Hello, I was in need of the project files but I can’t access them to download. I would appreciate the help.

In case someone is facing this problem, the cause of this error seems to be the process of unmounting chunks.

After some tests I discovered that if you try to unmount a chunk that is being used (lets say you are in a map that is part of a mounted chunk) or even if that chunk was used (for example if you leave a map that is part of a chunk and enter in a map that is in chunk 0), you will end up with this error on another quite similar.

However if you mount a chunk and then unmount it without using any of his content everything works fine.

My workaround to this problem was to remove FChunkDownloader::Shutdown() from GameInstance Shutdown() function and avoid any kind of chunk unmounting.

All of this was tested in Unreal 5.1 and on Windows platform.

For those struggling to get the cached manifest updated. It seems the default behavior is that it keeps using the cached manifest until the url changes somehow an example would be changing the Build ID portion of the URL which at 37:13 he mentions it’s an off label way of doing things.

Meaning apparently they expect you to do a new build id folder per update to your DLC in the webserver instead of actually overwriting the manifest file hosted in the web server.

I simplified the guide in the Docs, changed some stuff that wasn’t working for me, and grabbed some stuff from the Inside Unreal video and made this tutorial series I hope those of you having issues might find it helpful.

Hey! I’m trying to understand chunks workflow for IOS. Now I have 2 PrimaryAssetLabel datasets. First one:


And the second one:

As I understand MainMenu map and it’s dependencies shold be included to IPA file because of chunk id equals 0. And Main_WP map should not.
My idea is to download Main_WP map and it’s dependencies on first app run. But now, as I see by IPA size, all chunks are included to the IPA file. What should I do to not include Main_WP map and its dependencies to IPA file and then download it when running the MainMenu?