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find a code that compiles in 4.19 to mount pak on the fly

I'm trying desperately to find a code that compiles in 4.19.2 to load .pak in games the idea is to be able to load and unload modules that we do not need in html5 for now I have to load them at startup but have to restart the browser or relaunch a page is a terrible solution and load all the Paks in memory systematically in 2018 ... it's not great

I find this code that seems interesting to me but he makes mistakes to me from the 3nd line

https://answers.unrealengine.com/questions/667317/load-asset-from-pak-file.html i add in my .h

 #include "Net/UnrealNetwork.h"
 #include "Runtime/PakFile/Public/IPlatformFilePak.h"
 #include "Runtime/Core/Public/HAL/PlatformFilemanager.h"

and in myproject.Build.cs

     PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "NetworkFile", "AdditionalMap", "Sockets" });
     
     PrivateDependencyModuleNames.AddRange(new string[] { "PakFile", "StreamingFile", "NetworkFile" });

in my function:

     IPlatformFile& PlatformFile = FPlatformFileManager::Get().GetPlatformFile();
     FPakPlatformFile* PakPlatformFile = new FPakPlatformFile();

visual studio indicate a problem

expected type specifier on new FPakPlatformFile (); and on PakPlatformFile undefined identifier

Do you have a solution or a solution to mount .pak to fly in 4.19.2

Product Version: UE 4.19
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asked May 26 '18 at 06:15 PM in C++ Programming

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aznur
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avatar image Bariudol Aug 29 '18 at 05:38 PM

Have you found a solution for this?

avatar image Elseware-Experience Feb 02 '19 at 12:06 PM

I also have this problem. Don't know how to fix this :/

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3 answers: sort voted first

nope for now

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answered Aug 30 '18 at 04:20 PM

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aznur
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apparently must use another function which is:

OnMountPak.Execute I can not find an example or mem yet to test

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answered Feb 08 '19 at 10:54 PM

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aznur
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answered Feb 08 '19 at 11:24 PM

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aznur
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