Modular Game Features: Error Registering for Modular plugin in new installation.

I can’t get the Modular Game Features to work on newly created projects.
Im following these instructions: Game Features and Modular Gameplay in Unreal Engine | Unreal Engine 5.1 Documentation

But whenever I’m creating a new Plugin it gets the status code “ErrorRegistering” and I get the following output log with 3 Errors:

LogDerivedDataCache: C:/Users/Jonathan/AppData/Local/UnrealEngine/Common/DerivedDataCache: Maintenance finished in +00:00:28.202 and deleted 0 files with total size 0 MiB and 0 empty folders. Scanned 14816 files in 16596 folders with total size 2079 MiB.

//ERROR 1:
LogCoreRedirects: Error: AddRedirect(GenerateNewPlugin) failed to add redirect from None to None with empty name!**

LogPackageName: Display: FPackageName: Mount point added: 'E:/Projekte/Dukes 3/Dukes/Plugins/GameFeatures/TestPlugin/Content/' mounted to '/TestPlugin/'

//ERROR 2:
**LogCoreRedirects: Error: RemoveRedirect(GenerateNewPlugin) failed to remove redirect from None to None with empty name!**

LogGameFeatures: Display: Creating GameFeaturePlugin StateMachine using Identifier:E:/Projekte/Dukes 3/Dukes/Plugins/GameFeatures/TestPlugin/TestPlugin.uplugin from PluginURL:file:E:/Projekte/Dukes 3/Dukes/Plugins/GameFeatures/TestPlugin/TestPlugin.uplugin
LogPackageName: Display: FPackageName: Mount point added: 'E:/Projekte/Dukes 3/Dukes/Plugins/GameFeatures/TestPlugin/Content/' mounted to '/TestPlugin/'

//ERROR 3:
**LogGameFeatures: Error: Game feature 'TestPlugin' load failed. Ending state: ErrorRegistering, [ErrorRegistering, ErrorRegistering]. Result: Failure, ErrorCode=GameFeaturePlugin.StateMachine.Registering.Plugin_Missing_GameFeatureData, OptionalErrorText=**

LogAssetEditorSubsystem: Opening Asset editor for GameFeatureData /TestPlugin/TestPlugin.TestPlugin
LogFileCache: Scanning file cache for directory 'E:/Projekte/Dukes 3/Dukes/Content/' took 0.01s
LogFileCache: Scanning file cache for directory 'E:/Projekte/Dukes 3/Dukes/Content/' took 0.00s
LogSlate: Window 'New Plugin' being destroyed
LogAssetReferenceRestrictions: Display: Updating asset referencing domain DB due to plugin or rule changes
LogSlate: Window 'TestPlugin' being destroyed
LogUObjectHash: Compacting FUObjectHashTables data took   0.54ms
LogUObjectHash: Compacting FUObjectHashTables data took   0.55ms
LogPluginUtils: Unloading assets from 1 plugins took 0.03 sec
LogUObjectHash: Compacting FUObjectHashTables data took   0.28ms
LogPackageName: Display: FPackageName: Mount point removed: 'E:/Projekte/Dukes 3/Dukes/Plugins/GameFeatures/TestPlugin/Content/' unmounted from '/TestPlugin/'
LogDirectoryWatcher: A directory notification for 'E:/Projekte/Dukes 3/Dukes/Plugins/GameFeatures/TestPlugin/Content/' was aborted.
LogFileCache: Scanning file cache for directory 'E:/Projekte/Dukes 3/Dukes/Content/' took 0.01s

When I try to set the Plugin State to “Active” in the GameFeature Window, the window crashes and the plugin folder is not shown in Unreal Engine Content browser anymore.
The folder is still existent & visible in the Windows Explorer.

What am I doing wrong? I’m just following instructions on a freshly created project??

After completely wiping my system and installing a fresh windows, I still get the same error.

But at least the GameFeatureData Editor window doesn’t crash when I’m trying to set the current state to “Registered”, “Loaded”, or “Active”, but instead shows an error indicator:

image

However clicking “Installed” still crashes the window.

But I’m still confused as why this is happening, if I’m in the GamefeatureData Editor window how can the GameFeatureData be missing?

Sadly I’m still stuck at this Error. While the ErrorRegistering warning now disappears after saving the ModularGameFeature the Window still crashes when setting it to installed. With errors like this:

LogPackageName: Warning: DoesPackageExist called on PackageName that will always return false. Reason: Input '/CombatTargetLock/InFocusMaterial' is not a child of an existing mount point.
LogPackageName: Warning: DoesPackageExist called on PackageName that will always return false. Reason: Input '/CombatTargetLock/CombatTargetLockCharacter' is not a child of an existing mount point.
LogPackageName: Warning: DoesPackageExist called on PackageName that will always return false. Reason: Input '/CombatTargetLock/CombatTargetLock' is not a child of an existing mount point.
LogPackageName: Warning: DoesPackageExist called on PackageName that will always return false. Reason: Input '/CombatTargetLock/CombatFocus' is not a child of an existing mount point.
LogPackageName: Warning: DoesPackageExist called on PackageName that will always return false. Reason: Input '/CombatTargetLock/CombatCameraControl' is not a child of an existing mount point.

After a Restart of the Engine the plugin folder is no longer visible in the Content Drawer. It seems like it’s a mounting problem with some virtual file system Unreal Engine uses under the hood? Does someone know how to fix this issue?

Even if I don’t set it to installed and just to registered, the problem still remains. After a restart of the engine the folders of the plugins disappear. I suppose it has something to do with these errors, that I get when creating the Game Feature Plugin:

LogCoreRedirects: Error: AddRedirect(GenerateNewPlugin) failed to add redirect from None to None with empty name!
LogCoreRedirects: Error: RemoveRedirect(GenerateNewPlugin) failed to remove redirect from None to None with empty name!

Did you ever get a reply for this?

I’ve been experimenting with it in 5.3.2, and I found two things while experiencing similar problems.

Said to add “GameFeatures” to the PublicDependencyModuleNames of one of the build files. I put it into my main game build file.

Secondly when I searched under the plugins for my new plugin I saw that it was not enabled. I clicked the box, restarted the editor and the plug-in loaded. At least it says it’s loaded and active. I don’t know if it is, I have trust issues with the editor sometimes.

Hi there,

to share my experience of creating new GameFeatrePlugins…

The workflow is as following:

  1. create the game feature plugin and ignore the errors you have seen. Just close the Editor right away.
  2. after reopening the editor go straight to the plugin settings and enable your game feature plugin
  3. restart the editor and you can trustfully use the gamefeatureplugin.

I’ve seen an Unreal-Dev Youtube Video where they also mention this behavior as kind a function as designed.

However, I’m working quite intense with game feature plugins now and this seems to be quite stable once getting the first struggle out of your way.

I might have the same problem. But I figure out.

The official document right here mentioned you have to create GameFeatureDate under your plugin directory and the GameFeatureData needs to have the same name as your plugin. Unfortunately,I missed the last half sentence. And that’s why the red line hints data missing.

Game Features and Modular Gameplay in Unreal Engine | Unreal Engine 5.4 Documentation | Epic Developer Community.

As for the installed state crash you mentioned, in fact, it’s not a crash. Installed state means the plugin is on disk not loaded, so it will not be displayed. Then the window closed. You can hover your mouse on these states to learn more.

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