This is an amazing tutorial, this is the typical subject that is super difficult to learn reading docs but very simple when someone else explains it in simple words. I learn easier via video tutorials than reading documentation.
The problem is the docs don't address at all how to get the manifest file to update. It kept using the cached version until I changed the URL to it. Overwriting the file in the same URL doesn't recognize the manifest file as changed.
I am currently struggling with loading the blueprint object without the soft reference. Does anyone know a workaround for this? I tried the asset registry method, but it does not detect the object which was built after the base game was exported. Only the objects existing in the project during the export of base games are detected by the asset registry. Edit: I resolved it using ScanPathsForPrimaryAssets . I was able to detect dynamically downloaded content, which was not in existence during the export of the base project.
May I ask which paths you scanned? I tried using FPaths::ProjectPersistentDownloadDir() just like the chunk downloader does and it couldn't find any of the assets I was trying to put in the registry
about the download priorities, in the sourcode (under downloadpakfileinternal) whenever you try to queue a download , it sorts the whole queue by the priority field of the pak. so i guess that could answer the ftue question.
Hello Victor, amazing tutorial. You mentioned a tech note about a custom label and parenting the chunks, can you provide us a link to it as I could not find it?
This was streamed over a year ago and it left quite a lot of questions unanswered and quite frankly a lot of it doesn't makes sense with the UE4 documentation. For instance, the GooglePAD plugin should support this but it doesn't. The chunk downloader works well for windows applications but there is little to no documentation on how to make it work on android, EVEN THOUGH IT WAS MENTIONED AT THE START!! Can you folks pay up 10$ to google play and upload a mock game for internal testing to show how it is done? There are all kinds of layers of missing chunks of information and it is a real headache...
I can confirm that creating DataAsset in folder doesn't help to create .pak. I think something was forgotten in this tutorial. However, you can assign a file manually by (right click on any assets) Asset Actions>Assign to Chunk. Before that enable "Allow ChunkID Assignment" in Editor Preferences and in Project Settings "Generate Chunks" and "Use Pak File".
@@brandonrosado7495I don't think you need to assign every model or part of the asset as a separate pak. Also, I think you can recompile the editor with this limit removed.
I can't bring the 5001 pak file, so why? This is the result of packaging and testing the Demo Project as it is. In 5.1! And Warning: IoStore container in log, i just only download pak. 5001 pak fail caused by Iostore container???
hi, the aws s3 bucket link provided in the project is working but when i tried to create a bucket, put there the same folder with files and changed url in game.ini and game instance, access denied is coming in logs. i tested after taking .exe. Is there any settings to do in aws too ? to make it accessible, please help and thanks for answers
Custom UPrimaryAssetLabel is not visible in Asset Audit and don't create chunks. What must be done to inherit from the UPrimaryAssetLabel class? PS: Thanks, this is a really awesome tutorial!
Hello! I had to add a FPrimaryAssetType variable and set it to match the AssetType name in the AssetManager. I also had to override GetPrimaryAssetId() and used "return FPrimaryAssetId(AssetType, GetFName());" Hope this helps if you didn't get this fixed already!
Hello, how would I spawn an extention of a map using thw chunk downloader? Like I already have my game lauched and when the user click and download this extention or a new map, how would this get mounted ?
37:13 that was the only way I could get the manifest to update. Changing the contents did nothing, Chunk Downloader didn't actually check the contents of the manifests and compare them, it only updates the manifest if the url to it changes.
Hey, who knows why DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam and DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams are "not found"? "This class has no storage class or type specifier"? The same error is in the source files of this Worksop/tutorial.
when you viewed properties the files were blocked. when downloading a zip file or any file you have to unblock it before unpacking. its the bottom checkbox on properties. without this being properly done on a zip every file inside is tagged block and will absollutely cause mayhem. thanks windows i feel safer now that all my programs are broken with possible vulnerabilities being opened with these blocked files not functioning as intended. specifically with unreal these blocked files have caused compile errors in past.
it does work for android. but i guess you have to set it up to obtain the correct pak files. in the first part of the video he shows how he gets different paks for windows and android.
@@derekmordarski5209 were you able to find a solution? I'm currently stuck on this step. Was able to figure it out for Android but cant find anything for iOS.
A bit late but for anyone else that is facing this issue. The paks can be found in StagedBuilds folder inside saved. And if you dont want the paks to be added to the obb file, you can add obbfilter in DefaultEngine.ini file.
Hello who can help me I have a problem with rotate system. I am using Blendspace 2d (not blendspace 1d) and controller yaw is off. When I am looking the charact from the front from the anathor side the character isn't turning to your camera view side it is glitching. But I want do same system with last of us. Viz when I am looking the character from any side character should turn to your camera view side slowly and with animation. But not automatically. It should rotate when I press w/a/s/d. Maybe you can make a tutorial about this problem.
would this be solved by checking ""Use Controller Desired Rotation" in the Character Movement component in your player Character? i think you can change the "rotation rate" to change how fast the character turns to match the input
5:01 - Weekly Spotlight
9:01 - ChunkDownloader Start
THANK. YOU. THANK YOU THANK YOU THANK YOU. I'm now one step closer to achieving my dream.
This is an amazing tutorial, this is the typical subject that is super difficult to learn reading docs but very simple when someone else explains it in simple words. I learn easier via video tutorials than reading documentation.
The problem is the docs don't address at all how to get the manifest file to update. It kept using the cached version until I changed the URL to it. Overwriting the file in the same URL doesn't recognize the manifest file as changed.
Will this help me with GooglePAD? Googles Play Asset Delivery?
I am currently struggling with loading the blueprint object without the soft reference. Does anyone know a workaround for this? I tried the asset registry method, but it does not detect the object which was built after the base game was exported. Only the objects existing in the project during the export of base games are detected by the asset registry.
Edit: I resolved it using ScanPathsForPrimaryAssets . I was able to detect dynamically downloaded content, which was not in existence during the export of the base project.
I think it's a dependency issue. If it's hard reference, then you should set higher priority for those dependent chunks.
May I ask which paths you scanned? I tried using FPaths::ProjectPersistentDownloadDir() just like the chunk downloader does and it couldn't find any of the assets I was trying to put in the registry
Thanks for the tutorial! Was looking exactly for this.
One thing that I can't understand why Unreal does not generate manifest file automatically?
5:00 Community Spotlight
9:00 Stream Starts
about the download priorities, in the sourcode (under downloadpakfileinternal) whenever you try to queue a download , it sorts the whole queue by the priority field of the pak. so i guess that could answer the ftue question.
Hello Victor, amazing tutorial.
You mentioned a tech note about a custom label and parenting the chunks, can you provide us a link to it as I could not find it?
This was streamed over a year ago and it left quite a lot of questions unanswered and quite frankly a lot of it doesn't makes sense with the UE4 documentation.
For instance, the GooglePAD plugin should support this but it doesn't.
The chunk downloader works well for windows applications but there is little to no documentation on how to make it work on android, EVEN THOUGH IT WAS MENTIONED AT THE START!!
Can you folks pay up 10$ to google play and upload a mock game for internal testing to show how it is done? There are all kinds of layers of missing chunks of information and it is a real headache...
I am also struggling with the same problem
Victor & Mike's combo always rocks!!!! Really helpful resource.❤❤❤
This is really good content! Thank you!!
where is the tech blog for the system please 24:25
Excuse me, why do I follow the video operation, but there is no response when I click on the download interface
I can confirm that creating DataAsset in folder doesn't help to create .pak. I think something was forgotten in this tutorial.
However, you can assign a file manually by (right click on any assets) Asset Actions>Assign to Chunk.
Before that enable "Allow ChunkID Assignment" in Editor Preferences and in Project Settings "Generate Chunks" and "Use Pak File".
Chunk Assignments only go up to 300. Definitely not good for a MMORPG etc. a maximum of 300 assets? That's not scalabale.
@@brandonrosado7495I don't think you need to assign every model or part of the asset as a separate pak. Also, I think you can recompile the editor with this limit removed.
Will someone be able to provide the project? I can't repeat correctly how it is done on the video.
I can't bring the 5001 pak file, so why? This is the result of packaging and testing the Demo Project as it is. In 5.1! And Warning: IoStore container in log, i just only download pak. 5001 pak fail caused by Iostore container???
Hi! Does anybody know where I can find link to this example project?
hi, the aws s3 bucket link provided in the project is working but when i tried to create a bucket, put there the same folder with files and changed url in game.ini and game instance, access denied is coming in logs. i tested after taking .exe. Is there any settings to do in aws too ? to make it accessible, please help and thanks for answers
Custom UPrimaryAssetLabel is not visible in Asset Audit and don't create chunks. What must be done to inherit from the UPrimaryAssetLabel class?
PS: Thanks, this is a really awesome tutorial!
Hello! I had to add a FPrimaryAssetType variable and set it to match the AssetType name in the AssetManager. I also had to override GetPrimaryAssetId() and used "return FPrimaryAssetId(AssetType, GetFName());"
Hope this helps if you didn't get this fixed already!
Hello, how would I spawn an extention of a map using thw chunk downloader? Like I already have my game lauched and when the user click and download this extention or a new map, how would this get mounted ?
37:13 that was the only way I could get the manifest to update. Changing the contents did nothing, Chunk Downloader didn't actually check the contents of the manifests and compare them, it only updates the manifest if the url to it changes.
At least that's the default behavior
Hey, who knows why DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam and DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams are "not found"? "This class has no storage class or type specifier"? The same error is in the source files of this Worksop/tutorial.
how can I Implement it for android
hi Did you ever found an answer to that ?
how to build a chunk with UE4 without the whole project?
when you viewed properties the files were blocked. when downloading a zip file or any file you have to unblock it before unpacking. its the bottom checkbox on properties. without this being properly done on a zip every file inside is tagged block and will absollutely cause mayhem. thanks windows i feel safer now that all my programs are broken with possible vulnerabilities being opened with these blocked files not functioning as intended. specifically with unreal these blocked files have caused compile errors in past.
Iam having problem in saving game to android 11 devices...any body can help me?
Can we remove a chunk?
Hi:) where I can find link to this example project?
I rewrote the code, I can send it if necessary.
@@amgamedev Hi. I have some errors on the code. Could you send me your rewritten code? If of course he's still left)
@@amgamedev Could you send me your rewritten code? please help
Does this also work well with Android or is it a Windows only tutorial ?
it does work for android. but i guess you have to set it up to obtain the correct pak files. in the first part of the video he shows how he gets different paks for windows and android.
Anyone ever get this to work with iOS?
Follow up! I got this to work on iOS! However, I cannot get the packager to stop adding the chunks (.pak files to dload) to the main .ipa file!!
@@derekmordarski5209 were you able to find a solution? I'm currently stuck on this step.
Was able to figure it out for Android but cant find anything for iOS.
@@murtazaraza8370 Hi, could you please elaborate, how you got it working with Android or IOS ?
I am not sure if I ever follow a tutorial again. Somehow after adding the lines and rebuild, a whole UI widget got destroyed. Funny friday ahead. F*
Always test new features on a copy of your project to prevent issues like this.
@@KaBASS Solved the issue, it was a bug in 4.26.0 which got fixed in 4.26.1
I am working with UE since 4.9 but thanks for the info.
how can i chunk andriod .apk ? when i chunk project i only got one .apk file,how can i ues chunk downloader when i packaging?
Hi ! I'm currently facing the same issue (well the chunks are sent to an .obb but the problem is still the same), did you ever find a solution ?
did you solve it? i have same issue. shoud i use 'generate HTTP chunk option ON?'
The pak files when chunking appear in the Saved/StageBuild of your project
A bit late but for anyone else that is facing this issue.
The paks can be found in StagedBuilds folder inside saved. And if you dont want the paks to be added to the obb file, you can add obbfilter in DefaultEngine.ini file.
❤️😍😍 love the channel
Please turn on RTX .
Hello who can help me I have a problem with rotate system. I am using Blendspace 2d (not blendspace 1d) and controller yaw is off. When I am looking the charact from the front from the anathor side the character isn't turning to your camera view side it is glitching. But I want do same system with last of us. Viz when I am looking the character from any side character should turn to your camera view side slowly and with animation. But not automatically. It should rotate when I press w/a/s/d. Maybe you can make a tutorial about this problem.
would this be solved by checking ""Use Controller Desired Rotation" in the Character Movement component in your player Character?
i think you can change the "rotation rate" to change how fast the character turns to match the input
@@ince55ant thanks I will ty it