How to create DLC properly?

Hi,

I’m trying to create a simple DLC for a couple of days now, and I’m having issues with this. What I’m trying to achieve is package a project, without DLC content available in it, and then create DLC .pak file and add it to original project. But it seems that it doesn’t work this way.

What I’ve already tried:

  1. Create Simple project
  2. Create plugin named MyDLC
  3. Create packaging profile for game: [FullGame profile][1]
  4. Create packaging profile for DLC: [DLC profile][2]
  5. Start FullGame profile, then DLC profile

Now there comes the issue. If I open the game with current settings from StagedBuilds directory, I can open map from DLC, without copying any files (that shouldn’t be possible because there shouldn’t be DLC content in the project).

If I select Map in FullGame profile I cannot open DLC maps from StagedBuild but even if I copy the proper pak, I still can’t do this. I get following error: [open MapDLC error][3]

I’m copying pak into ProjectName/Content/Paks in the StagedBuilds directory.

I tried this on 4.11, 4.12 and git release branch from yesterday (for git branch I also included the bugfix from this topic: Load asset async from dlc pak file failed - Platform & Builds - Epic Developer Community Forums) without any luck.

So my question is, what is wrong and how can I make it work? Maybe I’m missing something trivial?

I’m also including game project with DLC plugin for 4.12.5 Launcher version: [DLC412 project][4]

https://drive…com/open?id=0B_mVi3valpQyc3Jka0lLb3g2LWs
[2]: https://drive…com/open?id=0B_mVi3valpQyTnlqNXlHdUJtWlU
[3]: https://drive…com/open?id=0B_mVi3valpQyMEU4LU11UWVfX3c
[4]: https://drive…com/open?id=0B_mVi3valpQyb3FVem40ZkF3VVU

,

Thank you so much for providing such a detailed post. So we’ve gotten through your steps, but we need to know a couple things:

  • How are you getting from the game running with the base map and switching it to the DLC map?
  • What set up are you using exactly? There doesn’t seem to be one in the example project that you provided.

During our repro, we made the main title set “Map” as the “Game Default Map” in project settings, and gave the DLC a separate map “DLCMap” so we were able to distinguish them. We also set “Map” to cook with FullGame profile, and “DLCMap” cooks with the DLC profile.

Looking forward to hearing back from you, thanks!

Hi ,

I’m using the simple open command for both maps. ‘open Map’ for normal map and ‘open MapDLC’ for DLC map.

What do you mean by setup? I made screens of every profile, they can be viewed by clicking the links in my post. I will provide everything that is necessary if it’s not enough.

Hi ,

Unfortunately the problem isn’t trivial, as you had hoped. and I have reproduced your results and have determined there to be a bug in the 4.11 and 4.12 releases of Unreal. In 4.13 theses issues do not occur[1] and we were able to successfully load the DLC content.

We’re still investigating the cause. Our hunch is that there may be a problem with how the DLC pak files’ content path’s are being resolved in the engine, which would be a non-trivial issue.

If we discover a workaround, a code change or some other remedy to get you past this, I will be sure to update the thread.

[1] - In 4.13 we discovered a different bug related to DLC which has been there all along. The checkbox to “Include Engine Content” for DLC has inverted packaging logic. It either properly cooks but improperly does not package, or it properly does not cook but improperly tries to package.

Cheers,

Hi Patrick,

Good you were able to reproduce this and it doesn’t occur in 4.13. Wish you good luck with finding solution for all the bugs connected with DLC packaging. I will be waiting for any further response from you.

I just want to confirm that in version 4.13 this problem is fixed.