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Couldn't find file for package /Script/Engine requested by async loading code

when I launch my dedicated server

 [2017.07.28-16.38.50:464][  0]LogAndroidPermission: UAndroidPermissionCallbackProxy::GetInstance
 [2017.07.28-16.38.50:478][  0]LogEngine: Initializing Engine...
 [2017.07.28-16.38.50:478][  0]LogStreaming:Error: Couldn't find file for package /Script/Engine requested by async loading code. NameToLoad: /Script/Engine

(but the server seems to be working correctly.) Is there any solution to do with it?

Product Version: UE 4.16
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asked Jul 28 '17 at 08:13 PM in Packaging & Deployment

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九黑生魂
65 4 6 7

avatar image ConnorMursheX Aug 02 '17 at 08:10 PM

Same here would love for a solution. :/

avatar image ConnorMursheX Aug 03 '17 at 08:12 PM

Have you found a solution?

avatar image 九黑生魂 Aug 03 '17 at 11:29 PM

【1】I have recognized that it's too complex to use ue4 to generate a dedicated server. So I choose to program a dedicated server written in C++ by myself. The communication between server and client is essentially socket communication. So it's not difficult for me. If you want to make things simpler, you can use KBEngine. It's a open source server engine and it supports ue4. 【2】If you really still want to use ue4 to generate a dedicated server. I think maybe you can wait for 4.17 for further versions. I'm sorry I really don't know how to solve it.

avatar image Jin_VE Aug 04 '17 at 01:41 AM

Bump. This happens for me on dedicated server (with a custom plugin). It doesn't seem to be a big deal, but the red text in my log display is very upsetting. Maybe it has something to do with the new IWYU system? Like maybe instead of including "Engine" in the Build.cs dependency list, we're supposed to be more specific.

avatar image 九黑生魂 Aug 04 '17 at 01:58 AM

Yes, it doesn't seem to be a big problem but I'm not sure. "/Script/Engine" looks like a path in .pak file(I'm really new to ue4). I don't know whether it will cause crash or something else. Maybe you are right, but I am not able to test excluding "Engine" in Build.cs.

avatar image Adrien Grig Aug 04 '17 at 10:54 PM

Hi,

I have the same problem here, but I'm not trying to launch a dedicated server. I'm not even writing in C++... Everything works fine when I hit play but get this error when launching or packaging...

avatar image 九黑生魂 Aug 04 '17 at 11:58 PM

Maybe all of us choose the "inclusive" in Blueprint Nativization Method or check the "Encrypt..." in Packaging?

avatar image Ripix Aug 15 '17 at 01:49 AM

in the same boat here. changing the nativization settings did not help. Haven't tried "encrypt", don't see that would help.

cloned to a new project, no help.

going to try 4.17, see what happens.

avatar image Jin_VE Aug 15 '17 at 01:58 AM

I'm just building my project with 4.17 now. If anyone hasn't up-voted the question, make sure you do. It can only help.

avatar image Jin_VE Aug 15 '17 at 03:49 AM

I don't see the error anymore. Hope the rest of 4.17 is OK. It didn't seem like they took long enough before releasing it so I'm a bit worried.

avatar image Adrien Grig Aug 15 '17 at 09:03 AM

Yeah mine got fixed as well when I went back to a previous version of the level and redid the changes. Probably had something to do with volumetric fog or some LOD settings I guess

avatar image 九黑生魂 Aug 15 '17 at 09:18 AM

So...maybe we can draw a conclusion that it just a BUG and it only exists in 4.16?

avatar image Ripix Aug 15 '17 at 02:45 PM

4.17 did not fix this here. Currently back in 4.16.3.

This is the only thing holding back the game, it's done otherwise - just can't get it to work outside the editor.

Tried turning off async, Blueprints Inclusive, Exlusive, Disabled.

"LogPlayLevel: UE4Game: [2017.08.15-21.36.07:367][ 0]LogStreaming:Error: Couldn't find file for package /Script/Engine requested by async loading code. NameToLoad: /Script/Engine"

avatar image Jin_VE Aug 15 '17 at 05:43 PM

Oh wow. For all of us, I think, it was just annoying. It's actually failing for you? It could be that the this async error is a red herring and your issue is something different. Either that or... Did you do all of the IWYU changes properly? I still think this was an artifact of that transition. Maybe you should post a separate question and give us a link to it.

avatar image juanbelon.alea Sep 05 '17 at 01:12 PM

I have the same problem here with packaging, any solution?

avatar image 九黑生魂 Sep 05 '17 at 01:19 PM

No, I haven't got solution. This problem needs up-votes....

avatar image juanbelon.alea Sep 06 '17 at 03:52 PM

I updated to 4.17 and it works...no clue of what's the origin of this problem

avatar image Nada88 Mar 17 '19 at 05:58 AM

Well, I renamed my GamemodeBP while in a PIE session, Crashed out the editor. Now when I package it and run as a dedicated server, It says I cannot find the file specified . Something corrupted the project during the crash, but it's still building

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2 answers: sort voted first

Guys I'm pretty sure I just figured this out.

1) https://wiki.unrealengine.com/Dedicated_Server_Guide_(Windows_%26_Linux) In the tutorial under step 5 after you open the project file in Visual Studio, then select "Development Editor", then right click on your game and click "Build", it says that you need to select the "Development Server" and build the game again. What you need to do is instead of selecting "Development Server" is select "Shipping Server" and then build it.

2) You have make sure that you're packaging the game as "Shipping" not "Development".

3)Then once you follow the other steps in the tutorial, you'll get to the point where you copy over the "GameServer.exe" file from your project folder at "ProjectFolder\Binaries\Wind64\" into your packaged game at "MyGame\WindowsNoEditor\MyGame\Binaries\Win64\" Instead of copying "GameServer.exe" copy "GameServer-Win64-Shipping" instead.

That's what fixed the issue for me. I believe this could be caused by certain plugins. I'm using advanced sessions and I believe that's what caused the issue for me. If any further clarification is needed, leave a comment and I'll try to assist if I can.

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answered Feb 04 '18 at 04:26 PM

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Brylos
40 7 17 22

avatar image 九黑生魂 Feb 04 '18 at 04:41 PM

I have tried "Shipping" 6 months ago. It didn't work at that time. I don't know whether it will work now. Maybe something was changed. Anyway, it's really absurd that UE4's staff ignore this problem for so long.

avatar image Brylos Feb 04 '18 at 05:13 PM

Did you follow all the steps I listed? Just setting the packaging settings to shipping won't fix it.

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I think I figured this out.

I added to my DefaultEngine.ini:

 [Core.Log]
 LogStreaming = Verbose
 LogConfig=Verbose
 LogProperty=Verbose

Then, right before I get that message, I see that I am trying to load a property from a config file that points to a class that doesn't exist. I fixed that, and the problem went away.

It seemed that the non-existent class put the config loader into an invalid state, which caused the SUBSEQUENT CDO loaded to be filled out with an invalid property, which obviously can cause all sorts of crashes.

UDN if you have access: https://udn.unrealengine.com/questions/394907/non-existent-class-in-config-causes-subsequent-cdo.html

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answered Oct 03 '17 at 09:46 PM

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david.payne
1 1 1

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