Mod not fully cooking out...

No problem =D glad to have helped out.

@sinarisinestro, glad you got it working. I’m not sure if my problem is the same or something different and I’m not sure if I follow your solution or how to reproduce it. Here are the two folders I’ve been looking at:

#projects folder - what the editor looks at
ArkDevKit->Projects->ShooterGame->Content->Mods->Yosemite

#modtools->output - what the editor cooks to
ArkDevKit->ModTools->Output->Yosemite->CookedMods->Yosemite

I never got my original mod folder ‘Yosemite’ to cook anything.

I tried in-editor copying my ‘Yosemite’ folder and contents to ‘Yosemite2’ and never got it to cook anything(even though the editor looked like it successfully went through the cook process), just an empty folder.

Currently my mod is just a map(TestMap.umap) with an associated shared assets folder for 3 LayerInfo.uasset. I’m not using any blueprints, I’m not sure if I need to make any changes in the ‘world settings’ if I’m not referencing any blueprints.

I was able to cook&upload(hidden for testing) the ‘DinoArena’ mod and successfully playtest the mod download, but trying copying in-editor to DinoArena2 similar to my own mod efforts, the cook process looked like it ran ok, but no files produced in the ‘DinoArena2’ CookedMods folder. I also tried manually copying files over to the CookedMods folder and while these upload to the workshop(checking the mod file size) they don’t playtest(trying to playtest local host results in a return to the main menu).

My guess is there is something cached either locally or remotely on Steam that I need to clear out or reset, hoping to get some clarification on the steps required to get a clean starting state for a mod and what to avoid that produces the situation where the mod no longer produces output files.

Thanks and best continued luck with the modding,
3ndoflin3

You sir are having the same problem me and sin were having until we started making some progress. It’s with the Referencing, if that’s not done right it won’t cook right. As well as the naming (for some weird reason).

For me I just renamed my PrimalGameData_BP_Generic mod to GenericMod_PrimalGameData_BP and made sure it referenced all the other Blueprints/classes I needed and everything seemed to cook fine. But for sin it worked once and then started giving trouble again until he was able to figure out his solution.

Sadly creating mods is harder than it should be since cooking is very tricky.

Thanks for the suggestion Shadowdemonx9. I was reading that in the other thread, but was confused as to whether I must use the generic mod as a wrapper or copy its blueprint to my mod to get things to work? All I’m doing at the moment is a landscape, so I was thinking the PrimalGameData would enforce the ‘PrimalGame’ rule restrictions which I was trying to avoid and unnecessary. If the ‘PrimalGame’ mod is the mod template everything should start with though and it doesn’t create new restrictions(or how to disable or re-reference those restrictions) I’m fine trying that since I’m spinning my wheels at the moment.

Thanks again,
3ndoflin3

Yay! finally got something going by doing the following steps which tie into the earlier thread’s point

So what I did in-editor was to create a newly named folder ‘Dogwood’ and create a new empty level(named ‘DW1’) within that. I then loaded the earlier TestMap level and in the ‘Scene Outliner’ panel selected the items and landscape to copy, clicked main menu->Edit->Copy, reloaded my new DW1 level and ‘paste’ to the new level. I editor viewport playtested the new level and then went through the cook and upload process using the new mod and map level names and it successfully cooked and uploaded(hidden for testing purposes), subscribed and was then able to successfully playtest the new level in-game(local host option).

So to repeat, seems ok to copy level content via the Scene Outliner panel between old and new levels, but trying to copy/rename the folder or folder items seems to result in things never getting cooked/working.

Thanks again for the help,
3ndoflin3

No problem, glad you were able to get it working properly in the end.

We’ve been trying to figure the whole process of getting things working correctly from the start xD. So we’re all working through it together and hopefully get a complete tutorial out there to help anyone else that comes along these problems.

“I tried in-editor copying my ‘Yosemite’ folder and contents to ‘Yosemite2’ and never got it to cook anything(even though the editor looked like it successfully went through the cook process), just an empty folder.” this is where the problem is occuring. You need to put everything back into the original mod folder. Don’t duplicate mod folders or contents ever, it just screws things up as we found out the hard way.