Hi,
I started a project from the lyra base.
I created new gamemode / gameinstance / playercontroler / LyraExperience etc … it works fine in viewport mode, but in standalone it doesn’t load my gamemode.
I added directories in the asset manager, where i duplicated stuff from the lyra example,
it seems it charge lyra game mode in standalone but it load the right one in viewport mode … even if i remove lyraProject directories from asset manager config …
thanks
Sounds like some of the assets your experience needs are not being found by AssetManager in standalone mode.
You can test this in Editor by closing editor completely, closing all files. Do not open any files at all other than your level map, try to test the experience.
Your assets won’t load in the Editor either, unless you open them yourself, in which case Asset Manager “remembers” where they are for the rest of the Editor session.
Not sure if you can enable noisy AssetManager warnings related to this, but basically you need to track down the assets that are silently failing to load, and fix their paths.
i tried to close every window and restart, it works fine in viewport mode.
however, i have this in log:
“LogLyraExperience: Error: /BaseGameTutorial/Maps/Welcome.Welcome:PersistentLevel.LyraWorldSettings.DefaultGameplayExperience is /BaseGameTutorial/Experiences/BExp_BaseGameTutorial.BExp_BaseGameTutorial_C but that failed to resolve into an asset ID (you might need to add a path to the Asset Rules in your game feature plugin or project settings”
It doesn’t find my base experience defined as default in my startup level.
even if i add it in both asset rules of game feature plugin and project settings …
plugins settings:
and project settings:
how do i know my plugin is even loaded? does it just have to be activated in plugins?
or is there some sort of standalone cooking rules settings somewhere?
This is how I have my Lyra game asset manager configured:
One thing I notice immediately is you do not have Has Blueprint Classes
checked for your Game Feature data asset, which is wrong. Change that.
Secondly, I’m not sure how relative paths work in the data asset. To be safe, I made my paths absolute (see the link above) which definitely works.
You should not have to list out your experiences individually if you configure the path correctly.
well my paths were absolute before, i tried relative to see if there was any difference.
both don’t work, and it doesn’t even work when i specify the experience directly, like you see in the screenshots … so there is something wrong here.
-
Did you fix the
Has Blueprint Classses
error? That could very well solve your problem if you didn’t. -
Looking at the error message:
Check your Map’s World Settings.
It’s looking for an asset named BExp_BaseGameTutorial
in your /BaseGameTutorial/Experiences/
folder. Does this asset actually exist?
Also, when in doubt, delete all Binaries/Intermediates and do a clean rebuild. Sometimes Blueprints get messed up, especially if file names change, etc.
If none of these things work, all I can think is maybe read through my dev log, see what I did differently from what you did. It works fine for me, I have no issues loading lyra experiences with custom game modes.
Yeah it’s all fine, and it doesn’t work.
delete all Binaries/Intermediates didn’t work either.
But i noticed something: when i had to reenable BaseGameTutorial plugin, it forced reenabling of shooterCore + shooterMap + TopDownArena plugins, like there was a dependency … but there is none declared, and i don’t use anything from these plugins.
Plus how do i ensure my Module is charged up at exec? since enabled game features are defined in The experience file the game fail to load?
It’s like it’s failing to load my BaseGameTutorial.dataAsset at the root of the plugin’s content folder + it doesn’t see my config in project settings … where i specifically put the eperience file.
I tried to put ref of my experience file in the other plugins, but none works.
However, it works when i put it in the same folder as the default lyra exp (/system/Experiences)
It’s like it doesn’t charge my plugins, and therefore refuses to load anything that is referenced in this plugin folder …
You must store Game Feature plugins in the Plugins/GameFeatures/
directory. Unreal automatically searches for YourPlugin.uasset
in Plugins/GameFeatures/YourPlugin/Content/YourPlugin.uasset
.
It is likely (unverified) that your plugin must also have the setting "CanContainContent": true
in your .uplugin
.
It seems like the tutorial you’re following is probably more trouble than it’s worth, with very basic things not working at all.
I’m assuming that you don’t have much work done in this project so far, which is why my advice to you is this: Throw away this tutorial and the work you’ve done trying to follow it.
Start a NEW project. Do not try to use these broken assets.
Go step by step and test along the way. When you have a good foundation that actually works, then you can try adding your own stuff to it.
Any work you’ve done here you can copy into a functional GameFeature plugin once you’ve gotten one created.
Good luck.
Heya!
I was having the same annoying problem as Gulith421, my game had been working fine and was automatically finding my experiences and loading them via the Front end menus, but then it had stopped finding them even though everything else on my game feature plug-in was still auto loading.
Eventually I discovered if I add my experiences folder to my game feature plug-in list ONLY in my GameFeatureData database: “Asset manager → Primary asset types to scan” then it works! If I list however my same experiences directories both there and also under “Project settings → Asset manager → Primary asset types to scan” then it will no longer find them.
Just thought I’d leave that little comment in case anybody else is on this trail…
It works for me
it`s work, thnx!
Lol I’ve gone crazy with this and turns out this was the solution… god