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Mounting Pak locks local content.

I'm currently working on a project that allows users to create their own maps and share them. Due to the amount of assets being used by the app we designed a system that allow the app to download only the assets used by the map being downloaded (all shared maps are actually opened by a main map that loads the assets and builds the map there instead of downloading and opening the map, we just download the assets).

Our system worked perfectly until we update to version 4.20 from 4.14. Before we were downloading the package, mounting it and loading all the assets within it and then loading the map and building the user created level. Now simply mounting the downloaded pack makes the map (and any other local files) innaccesible (when trying to load the level it says the package cannot be loaded because it does not exists).

When atempting to load a project from the editor the PIE session closes itself stating the map does not exists, after that attempting to open any asset that has not been previously loaded by the editor makes it crash or is ignored until the editor is restarted.

Here is a short version of the process and what works and doesn't with the new engine version:

  1. Download pak from server to persistent downloads dir. Works with 4.20

  2. Mount downloaded pak. Works with 4.20 but locks local content.

  3. Open empty level to reconstruct user level. Map fails to open

Did something fundamental about loading packages changed since 4.14? what would be the process to load a package from the persistent downloads dir on 4.20?

Product Version: UE 4.20
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asked Aug 30 '18 at 03:37 PM in C++ Programming

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