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uasset will not load with SynchronousLoad()


I'm trying to add assets dynamically from the internet. First I create a .pak-file with a single sphere via command line and loading it from a local path. With the command line I tested and extracted the .pak-file. Everything seems to be good with this file. But i get problems with the StreamableManager. Can somebody help?

Here my steps of the following code: 1. loading the .pak-file and mount it to my engine directory 2. searching for the .uasset files and print names and count in console 3. Loading the assets with a FStreamableManager.synchonousload()

Thats my OUTPUT:

 LogTemp:Error: VALID pak file: C:/Users/Nils/Desktop/out.pak
 LogTemp:Error: Number of assets = 1
 LogTemp:Error: Find asset = ../../../Engine/Content/Sphere.uasset
 **LogUObjectGlobals:Warning: Failed to find object 'Object None../../../Engine/Content/Sphere.uasset'
 LogStreamableManager: Failed attempt to load ../../../Engine/Content/Sphere.uasset**


    IPlatformFile&    PlatformFile = FPlatformFileManager::Get().GetPlatformFile();
     FPakPlatformFile* PakPlatform  = new FPakPlatformFile();   
     PakPlatform->Initialize(&PlatformFile, TEXT(""));
     FPlatformFileManager::Get().SetPlatformFile( *PakPlatform );
     const FString PakFileName = TEXT("C:/Users/Nils/Desktop/out.pak");
     FPakFile PakFile(*PakFileName, false);
     if (!PakFile.IsValid())
         UE_LOG(LogTemp, Error, TEXT("INVALID pak file: %s"), *PakFileName);
     if (PakFile.IsValid())
         UE_LOG(LogTemp, Error, TEXT("VALID pak file: %s"), *PakFileName);
     const int32 PakOrder = 0;
     if ( !PakPlatform->Mount(*PakFileName, PakOrder, *FPaths::EngineContentDir()))
         UE_LOG(LogTemp, Error, TEXT("Failed to mount pak file: %s"), *PakFileName);
     TSet<FString> FileList;
     PakFile.FindFilesAtPath(FileList, *PakFile.GetMountPoint(), true, false, true);
     UE_LOG(LogTemp, Error, TEXT("Number of assets = %ld"), FileList.Num());
     for (TSet<FString>::TConstIterator FileItem(FileList); FileItem; ++FileItem)
         FString AssetName = *FileItem;
         UE_LOG(LogTemp, Error, TEXT("Find asset = %s"), *AssetName);
         if (AssetName.EndsWith(FPackageName::GetAssetPackageExtension()) || AssetName.EndsWith(FPackageName::GetMapPackageExtension()))
     UObject *object = Cast<UStaticMesh>( AssetLoader->SynchronousLoad(StreamedAssets[0]));

Product Version: Not Selected
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asked Jul 05 '16 at 03:26 PM in C++ Programming

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1 answer: sort voted first

Hey Nils1689-

I have entered a feature request for documentation/tutorial on the correct use/syntax for SynchronousLoad(). For the time being, you may want to post your question on the forums as well in order to get feedback from other community members.


Doug Wilson

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answered Jul 28 '16 at 07:17 PM

avatar image burak.io Sep 02 '16 at 04:06 PM

Hi, Is there any progress about this?

avatar image Doug E ♦♦ STAFF Sep 02 '16 at 05:16 PM

Hey BurakShamansoft-

Currently our resources are dedicated elsewhere and UEDOC-3185 is not a priority item for us to work on. We don't have a timeframe for when this may be addressed.

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