[Closed] External Plugin Pak File - Asset Registry not being serialized
Currently we are working on modding support for Squad, this includes adding support for the Steam Workshop. Right now we are in the stage where we are working on getting mods loaded correctly. Today, I started working on Steam Workshop support for Mods. This included me adding Steam's workshop directory to the Plugins AdditionalPaths TArray.
It seemed like everything was working, the plugin's pak file got mounted as it normally would; as if it were located in the Squad/Plugins/Mods folder, but when i went to use the content; via our map change command, I noticed that the AssetRegistry was not populated with the mods assets. Please note that only the asset registry is not populated with mods assets when the mod is located in the Steam Workshop folder. When it is inside of Squad/Plugins/Mods everything works correctly.
I then decided to do some digging, and I finally hit the root of the problem:
Inside of there a check is done:
And in our case since our plugin is not located within the Squad project. That fails.
Since the Find function fails so does FAssetRegistry::FAssetRegistry() when it tries to serialize plugin pak file data (Around line 101 FFileHelper::LoadFileToArray fails).
At this point, i am not sure what to do to fix the issue. Any help we be greatly appreciated.
The question has been closed Dec 04 '18 at 05:53 PM by NicholasMont for the following reason:
You're going to need to manually add the mount points for mods because we don't have a system that knows how to find them properly. The AdditionalPluginDirectories system works for external plugins, but they are all known at cook time.
They remap themselves into the CookedContent directory so that content plugins have a consistent mount point. You'll need to do something similar but in a dynamic manner to mount "ModFoo/Content" to "c:/steam/steamapps/workshop/content/393380/ModFoo/"
answered Nov 23 '18 at 07:44 PM
NicholasMont ♦♦ STAFF
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