Couldn't find file for package /Script/Engine requested by async loading code
when I launch my dedicated server
(but the server seems to be working correctly.) Is there any solution to do with it?
asked Jul 28 '17 at 08:13 PM in Packaging & Deployment
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.
I think I figured this out.
I added to my DefaultEngine.ini:
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.
answered Oct 03 '17 at 09:46 PM
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