> “we consider that path deprecated.” eh, is this mentioned anywhere else?
Not officially yet, apologies for the alarming wording.
To be more specific: The old loading path is successively being removed in favor of zen loader, and will be deprecated and removed after all use cases are covered by zen loader. This is mostly an internal change and other than issues like the one you’re seeing it should be transparent to users.
This does not affect the ability to run from visual studio in any way.
Loading cooked assets from loose files is one of the last use-cases in 5.5 that still uses the old loader.
Loading from loose cooked files is also not deprecated, but we are moving towards a new with Zen as cooked Output store.
Eventually we also want to get away from the loose files workflow, but since the Zen Store approach for that is beta in 5.5 using loose cooked files is still fully supported.
However, since most use-cases (i.e. Editor and packaged game with pak/iostore files) don’t use the old loader anymore it is sees a lot less usage and testing nowadays, which is probably the reason why the DaySequence plugin breaks in combination with the also quite recent async level loading.
> s.World.ForceFlushAllAsyncLoadsDuringLevelStreaming 1 : had no effect on the problem
> cook.skipasyncloaderforcookeddata 1 : did have an effect, avoided the assertion but then gets stuck in infinite wait event loop
Thanks for trying the cvars. It was a bit of a guess so we’ll explore other options.
> bUseZenStore true : had an effect, but a pop up window appears saying it failed to connect to zen server.
The editor or game should be able to start the zen server on-demand if it is required.
Could you run the Zen Dashboard from Engine\Binaries\Win64\ZenDashboard.exe and start the server manually from Tools > Start Zen Server please?
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You’ll also need to cook at least once with the option enabled to make sure all the cooked data is actually stored inside the Zen Storage.
If it works as expected with that done I’d recommend this workflow for now, since Zen as cooked output store will be production ready in 5.6 and the default in future versions.
> When I turned bUseZenStore back off, cooked again, tested again, the pop up was still happening, as if the cooker was not removing the zen state on things.
I think this is actually a bug on our side and I will forward this to the respective team.
When this option is enabled instead of saving the loose files only a ue.projectstore file will be stored in Saved/Cooked/Windows/, to let the game know it should try to load from the zenserver instead.
I believe disabling this option might not delete the respective file. You should be able to delete the file from the “Cooked” folder to restore the old behavior.
Please make sure to recook after changing that option, too.
Edit: I’ve tested this in both 5.5 and 5.6 and could not reproduce a case where the projectstore file was still present even after recooking. Not sure why this didn’t work for you in this case.
Best,
Sebastian