Package contains EditorOnly data which is not supported by the current build

Hi guys,

I use FStringAssetReference and StreamableManager to load game assets, everything is OK when I run it in editor. However, when I launch the game. There are many runtime errors when I load assets like this:

LogPlayLevelisplay: Panda: [2014.07.25-09.41.12:222][ 0]LogLinker:Warning: Unable to load package (…/…/…/Panda/Content/Resoures/Character/Blademaster_AnimBlueprint.uasset). Package contains EditorOnly data which is not supported by the current build or vice versa.

It happens when the code runs: “Existing->Target = StaticLoadObject(UObject::StaticClass(), NULL, *TargetName.AssetLongPathname);” in StreamableManger.cpp

My environment: Win8.1, VS2013, UE4.3

What’s my mistake?

Thank you!

Regards,

Hello,

Thank you for your report. We were not able to investigate this on the engine version you reported, but there have been many version changes to UE4 since this question was first posted. With a new version of the Engine comes new fixes and it is possible that this issue has changed or may no longer occur. Due to timetable of when this issue was first posted, we are marking this post as resolved for tracking purposes. If you are still experiencing the issue you reported in the current engine version, then please respond to this message with additional information and we will investigate as soon as possible. If you are experiencing a similar, but different issue at this time, could you please submit a new report for it.

Thank you.

I know this an older post, however, I’ve made this issue occur with the above reported errors even in version 4.7.3 (currently latest version), and the reason is very simple:
It’s because you were trying to run in editor mode using .pak file data. The editor wants loose data files. I get this issue if I was running a development build using a .pak file, switch to editor build but forget to remove the .pak file command line parameter. Just remove the .pak file params and it would run fine.

Thanks for the information Sliverleaf1! Glad to hear that you were able to resolve this issue. Hopefully this will help anyone with the same issue.

Thanks and have a great day!

This didn’t work for me (Version 4.9)
But this did: Unreal Editor / File / Cook content for Windows

I have same issue in UE416.3,run well in PIE,don‘t run in Game(deleventment publish)! Please tell me why?(Use unrealPak.exe pak file,and Mount() pak file , don’t success LoadPackage() asset file in Game! )

I have the same issue in UE 4.21 , when I build as SeverDevelopment.

I found a solution for the ServerDevelopment build. It’s all about cooking the content for the server. Some other posts may talk about using the Cook command in the editor, but you need a separate cooking operation for the server. If not, I believe it will rely of whatever is available to pack and some assets will be incompatible.

They are two way to do this: You can use Unreal Front End to specify a server build for your project with cooking included (If you built your engine from source, you may need to compile UFE yourself as a Visual Studio project in the engine tree).
The second way is using the command-line (this is my favourite way of doing it).
Check out A new, community-hosted Unreal Engine Wiki - Announcements - Unreal Engine Forums and run either “Compiling the dedicated server (With PAK files)” or “Cooking the dedicated server (With PAK files)” script. Make sure RunUAT is part of your path or surround the complete path to RunUAT with double quotes. The latter is to avoid the engine path to be prefixed to your project path (a bug in UBT that took me a while to understand).

As a side note, I would encourage you to get familiar with this wiki. The power of the command line to cook and build greatly increased my productivity as I can now dedicate a build script for nightly builds.