Announcement

Collapse
No announcement yet.

Pak File Loader Plugin

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • replied
    Originally posted by BlueMountainsIO View Post
    Rareden
    Have you tried loading the AssetRegistry.bin file with the function "LoadPakAssetRegistryFile"? Take a look at the documentation. https://drive.google.com/file/d/1DeS...AHs89rDUM/view
    This one should populate all files.

    Also, are you 100% sure about the path to the blueprint? Most of the time it's just the path thing and Unreal can't find it.
    Can you show me the output of "UnrealPak.exe C:\YourPak.pak -List". I can then tell you the correct RootPath and ContentPath for the RegisterMountPoint.

    MagicBots
    Same here, please show me the output of the command from above. It can be really tricky to get this right.
    BlueMountainsIO
    Im manually cooking and pak'ing the necessary files rather than using the content plugin cooking method, so i dont get a .bin specifically for the assets, might try merging the .bin made after cooking manually though, if theres a way to merge them.

    The path when i select the asset in the editor and copy reference is Blueprint'/Game/Avatars/New/BP_Bader.BP_Bader'
    When i pak the files i remove the complete path (D:/ProjectName/Saved/cooked/) and replace /Content/ With /Game so it becomes /Game/Avatars/New

    Image of the Pak List

     
    Spoiler


    Im not too sure what to set the register mount point to with this method, ive been leaving it as this
     
    Spoiler

    Ive tried /Game as well. If i just use / as the root the registry adds the paths included in the pak to its cached paths as
    Code:
    [2019.09.10-01.27.05:922][787]LogBlueprintUserMessages: /Game/Avatars/New
    [2019.09.10-01.27.05:923][787]LogBlueprintUserMessages: /Game/Avatars/New/Animations
    [2019.09.10-01.27.05:923][787]LogBlueprintUserMessages: /Game/Avatars/New/Materials
    [2019.09.10-01.27.05:924][787]LogBlueprintUserMessages: /Game/Avatars/New/Textures
    Last edited by Rareden; 09-11-2019, 04:58 AM.

    Leave a comment:


  • replied
    Originally posted by BlueMountainsIO View Post
    Rareden

    MagicBots
    Same here, please show me the output of the command from above. It can be really tricky to get this right.
    Will test around today and see what I can find out.

    Unrelated questions:
    Wondering if there are any special considerations for mounting paks into my plugin, rather than main project content locations?

    For mounting paks to my plugin, i'm wondering if i should download the .paks into the WindowsNoEditor/<ProjectName>/Content/Paks/ folder, or if I should make the folder: WindowsNoEditor/<ProjectName>/<PluginName>/Content/Paks/ ..

    I guess I will need to change the mountPath in the actual .pak file while pakking if i change the download location.. but in general is it a better idea to just keep with <ProjectName>/Content/Paks location for downloading paks? So far I haven't had the automatic pak loading work for me at all, and I'm not sure why. If the automatic pak loading did actually work from <ProjectName>/Content/Paks/ then i'd leave my pak downloads location there, but otherwise, i'm thinking it'll be cleaner to move it under my plugins location and just create the appropriate folders. Does automatic pak mounting work for you? Is there any consideration for downloading paks to another locations such as my plugin location if i change the mountpaths during pak creation?

    Are there other considerations other than making sure the mountPath is set to proper content location where it was originally pak'd from with the "Mount Pak File", and that the rootpath and contentPath are also set to match to the plugin locations with the "Register Mount Point"?

    Edit:
    Answered my own question about pathing for plugin content by just trying it. Works fine, and in fact your example showed pathing for this. I still wonder about changing the location for the .paks to be in the plugin so it's more self contained, and about automatic loading..
    Last edited by MagicBots; 09-10-2019, 02:34 AM.

    Leave a comment:


  • replied
    Rareden
    Have you tried loading the AssetRegistry.bin file with the function "LoadPakAssetRegistryFile"? Take a look at the documentation. https://drive.google.com/file/d/1DeS...AHs89rDUM/view
    This one should populate all files.

    Also, are you 100% sure about the path to the blueprint? Most of the time it's just the path thing and Unreal can't find it.
    Can you show me the output of "UnrealPak.exe C:\YourPak.pak -List". I can then tell you the correct RootPath and ContentPath for the RegisterMountPoint.

    MagicBots
    Same here, please show me the output of the command from above. It can be really tricky to get this right.

    Leave a comment:


  • replied
    FWIW I was having the same issue before this plugin too with registering mounted BPs.. Thought it might be working here with that BP_Test that was loaded, but I haven't had the chance to test pak'ing and mounting my own BPs with this yet. Will be great if that is working.

    Leave a comment:


  • replied
    Originally posted by BlueMountainsIO View Post
    MagicBots
    I don't see a way how multiplayer would interfere with loading paks.

    Do you mean asset loading hitches? Keep files small to keep loading times low.

    Rareden
    I think there is way to scan asset paths with the asset registry node in Blueprints/C++.

    Are you sure you are running this in a packaged build? Because it doesn't work in "editor only".
    Yes its in a packaged game, tried shipping and development.
    The plugin i was working on before you released yours is pretty much the same and i had the same issue. When i scan the pak content it registers all the non BP related assets into the registry just fine but it wont populate it with the BP's even with the corrected file name e.g Path/Assetname.Assetname_C
    Last edited by Rareden; 09-08-2019, 09:40 PM.

    Leave a comment:


  • replied
    MagicBots
    I don't see a way how multiplayer would interfere with loading paks.

    Do you mean asset loading hitches? Keep files small to keep loading times low.

    Rareden
    I think there is way to scan asset paths with the asset registry node in Blueprints/C++.

    Are you sure you are running this in a packaged build? Because it doesn't work in "editor only".

    Leave a comment:


  • replied
    Well unfortunately it seems i still l cant get my own BP's adding to the asset registry with this. Can a BP Asset not be added to the registry without a assetregistry.bin file?
    Was trying to avoid using the plugin packaging method due to adding to the end user complexity, instead im running a cook with a CMD Editor then packaging the related assets but it always gives me this after mounting
    Code:
    LogStreaming: Error: Couldn't find file for package /Game/Avatars/New/BP_Bader requested by async loading code. NameToLoad: /Game/Avatars/New/BP_Bader
    LogStreaming: Error: Found 0 dependent packages...
    LogAssetRegistry: GetAssetsByPackageName for BP_Bader:

    Leave a comment:


  • replied
    I just bought this and tested it, and was happy to see that BP_Test blueprint class was registered in the asset registry after download and mount. This was something I was struggling with for pak loading. I was going to try to make this work in a multiplayer game, and was wondering if you had tried this already? Would you have any reason to believe this wouldn't work, or any suggestions as to how to make it work properly with multiplayer? Wondering best way to minimizing any kind of hitches in a VR game.
    Last edited by MagicBots; 09-04-2019, 05:01 AM.

    Leave a comment:


  • started a topic [RELEASED] Pak File Loader Plugin

    Pak File Loader Plugin

    Click image for larger version  Name:	image_171995.png Views:	1 Size:	30.8 KB ID:	1659143




    Support thread for the Pak Loader plugin.

    Allows you to mount .pak files through Blueprints and load assets.

    Features
    • Mount/Unmount .pak files.
    • Register mount points to support references between pak assets.
    • Download (.pak) files via HTTP.
    • Load objects (all kind of assets).
    • Load classes (Blueprints).
    • Utility functions like GetMountedPakFilenames, GetFilesInPakDirectory, SHA1SUM, IsValidPakFile, etc.

    Marketplace
    https://www.unrealengine.com/marketp...-loader-plugin

    Documentation (Read before buy)
    https://drive.google.com/file/d/1DeS...AHs89rDUM/view

    Example Project (Requires the plugin; read documenation first)
    https://drive.google.com/file/d/1W6j...jiRkOrLIE/view
Working...
X