We’ve been working on a networked FPS C++ project, where we’ve run into a problem with building our executable.
When we play in editor, or copy our project files and right-click launch the build, we have no problems, and players are able to host and connect without any issues. However, whenever we attempt to build an EXE, we are unable to host a match, as the game hangs and returns to the main menu after attempting to create the session.
I’ve been researching the problem on other places on the AnswerHub and online, but I haven’t found anything that’s resolved our issue.
From reading over our log files, I’ve found the following points of interest:
LogPackageName: SearchForPackageOnDisk took 1.475s to resolve LVL_Regal_Persistent.umap.
LogPackageName: SearchForPackageOnDisk took 1.495s to resolve LVL_Regal_Persistent.umap.
We’re able to find the packages on disk, however…
LogLinker:Warning: Unable to load package (…/…/Content/Maps/Regal/LVL_Regal_Persistent.umap). Package contains EditorOnly data which is not supported by the current build.
It appears that we’re unable to load it. I’ve cooked the map, which was successful, but I’m not sure what else could be causing that. This ultimately results in the following:
LogNet:Warning: Travel Failure: [ClientTravelFailure]: Failed to load package ‘/Game/Maps/Regal/LVL_Regal_Persistent’
LogNet: TravelFailure: ClientTravelFailure, Reason for Failure: ‘Failed to load package ‘/Game/Maps/Regal/LVL_Regal_Persistent’’
We’re not using a travel node, just a Load level one in our blueprint code for changing the server level.
We’ve built the game from both the editor’s Package function, as well as manually creating an executable from Visual Studio, and both suffer from the same issue. What can we do to resolve this and begin getting our executable working? Thank you for your help in advance.