Additional asset dir to cook are randomly not cooked

Hey,

Are there any limitations or specific precaution to take when asking for extra cooked content ?

I just spend my whole sunday trying to package a large DLC, the results seem random.

Here is my dlc conf:

Then here is what i ask:

And here is what i get:

Notice that the ThreeDCharacter dir isn’t there, yet it contains 3.5 go of animations assets

It’s not all. The DLCObject dir seems to be present, but here is the original content:

And here is what is cooked and packaged:

Many data are missing here.

  • there is no space in the name of my dirs
  • they do not contain any platform name
  • I tried to change the order of what i’m asking, no success, still random, but different dirs are missing.
  • When i ask only one dir (among the missing ones for example), it is cooked properly.
  • I tried to change the name of my dirs to avoid doublons, for exemple “Medieval” and “MedievalExtra”. No success (so i gave them back their original names)
  • I tried to manually modify the DefaultGame.ini file (which contains the list of extra dir to cook). No success.
  • I tried to ask only the 5 large dirs (not specifying any sub dir), using the “never cook” list to forbid the “MedievalExtra” which i don’t want in this DLC. No success.
  • I even tried to cook the 5 large dirs i need without any restriction, thinking i could manually suppress the MedievalExtra from the packaged result. No success.

I just can’t get a complete package of the DLC i wan’t to make.

I’m trying not to delete the cache dir (the on in AppData\Local\UnrealEngine) because the whole recooking from scratch takes about 16 hours.

I just spent my whole day tring everything i could think of, i’m short of ideas and my DLC is still not packaged.

Thanks for any help.

I have answered your question on [this AnswerHub post][1]. Unfortunately, this is not an option at this time. If you believe this is a great benefit for the engine, I can submit a feature request for the Developers to review.

Thanks!

Missing options in custom launch profiles? - Debugging, Optimization, & Profiling - Epic Developer Community Forums

Hey ,

This is a separate problem from the other you mentioned.

In the other one i was requesting a separate list of dirs to cook in each custom profile, and i understand it’s not currently a feature and not planned to be. Ok, i’ll do without :slight_smile:

But here, i am using an existing feature (additionnal directories to cook) and it doesn’t work as expected for me, so:

  • either i missed something and am doing things incorrectly, in which case i’d appreciate any help :slight_smile:

  • or there is a problem in how this list is handled by ue4, and my report might bring some attention on it.

Thanks

,

Thank you for informing me in greater detail that you had an additional issue on top of the original one, I got a bit turned around previously.

  • Do you have the output logs from your cooking and packaging process?
  • Have you been able to replicate this within a new project?
  • Could you show me all of the UFE settings you’re selecting?

Looking forward to hearing back from you, thanks!

Hey

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.

Thank you!

Hi, ! Did you ever find a solution to this? I’m also having this problem with assets not being cooked in DLC packages.