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Why am I losing files when packaging? (4.15)

I recently upgraded to 4.15.

My game runs fine in editor. There's a specific asset (I'll call it switch). Several levels reference it. Migrating the level exports it (it's in the reference list). When I package a build, it's missing completely in the .pak file. What is the right way to figure out why this is?

 [2017.02.21-23.16.11:941][  0]LogStreaming:Error: Couldn't find file for package /Game/Environment/Switch/Model/switch_handle_mesh requested by async loading code. NameToLoad: /Game/Environment/Switch/Model/switch_handle_mesh
 [2017.02.21-23.16.11:941][  0]LogStreaming:Error: Couldn't find file for package /Game/Environment/Switch/Model/switch_base_mesh requested by async loading code. NameToLoad: /Game/Environment/Switch/Model/switch_base_mesh
 [2017.02.21-23.16.11:943][  0]LogStreaming:Error: Couldn't find file for package /Game/Environment/Switch/Texture/switch_mat_inst requested by async loading code. NameToLoad: /Game/Environment/Switch/Texture/switch_mat_inst
Product Version: UE 4.15
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asked Feb 21 '17 at 11:40 PM in Packaging & Deployment

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DigitalMage
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avatar image DigitalMage Feb 22 '17 at 12:31 AM

Additional information:

  • checking the packaging setting to cook all content didn't work

  • adding to the 'asset directories to always cook' didn't work

  • the files DO show up in FileOpenOrder\cookeropenorder.log and editor..log

  • the files DO show up as being cooked in the log, just don't show up if I do unrealpak -list on the generated pak file

  • references in the editor do show correctly

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1 answer: sort voted first

Hello DigitalMage,

Thank you for providing as much information as you did. After seeing the name "Switch" I went out on a limb and it ended up being fruitful. The reason this isn't being included is because of your folder named "Switch". Along with PS4 and XboxOne, this is a special folder name according to the editor due to console packages. Anything in this folder will be excluded from packages that are not for that platform. I'm going to enter a bug report for it, but I don't expect the functionality to be changed. The more likely solution is to add a warning or error message when either packaging or creating a folder with this name to warn about this.

In short; You'll need to rename that folder and then everything should work fine.

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answered Feb 23 '17 at 05:19 PM

avatar image DigitalMage Feb 23 '17 at 05:27 PM

This makes me laugh, and cry at the same time. Thank you!

I am guessing "Switch" is a more common random folder name than Ps4 or Xbox

avatar image Matthew J Feb 23 '17 at 05:28 PM

I ended up going with a Feature Request, since we would rather not change the functionality but adding a warning would be useful. You can find/track it here: UE-42317

avatar image alexfs May 21 '17 at 05:27 PM

Could you point me to where in the engine this happens? I'd like to make a list of directory names to avoid.

avatar image Matthew J May 22 '17 at 03:08 PM

The formatting is messed up on Github so you may want to look at this file in Visual Studio, but the list is on line #80 - #119 in this file, under the "BinaryFolderName" section.

https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Developer/DesktopPlatform/Private/PlatformInfo.cpp#L80

Edit: This may not be a complete list, but it's the ones that I know of.

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