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[BUG - Release] Blueprint Mods not loading #496

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MrGentle opened this issue May 10, 2024 · 3 comments
Closed

[BUG - Release] Blueprint Mods not loading #496

MrGentle opened this issue May 10, 2024 · 3 comments

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@MrGentle
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MrGentle commented May 10, 2024

Branch or Release
v3.0.1

Game and Engine Version
Dark And Darker, v5.3

Describe the bug
Blueprint Mods not loading with error message "Actor for mod '%s' is not valid\n".
Also, when putting the .pak files in a sub folder they're not even considered for loading.

Mods directory
I have 1 custom lua mod with a print statement. Shouldn't impact this.

local function log(text)
    print("[GentleMod] " .. tostring(text));
end

log("Initialized\n")

mods.txt

CheatManagerEnablerMod : 0
ActorDumperMod : 0
ConsoleCommandsMod : 1
ConsoleEnablerMod : 1
SplitScreenMod : 0
LineTraceMod : 0
BPModLoaderMod : 1
BPML_GenericFunctions : 1
jsbLuaProfilerMod : 0
GentleMod: 1



; Built-in keybinds, do not move up!
Keybinds : 1

To Reproduce
Follow any of the available BlueprintMod guides (Russells guide, PalWorld guide, Hogwarts Legacy guide )

Expected behavior
Expected mod to load

Screenshots, UE4SS Log, and .dmp file

[17:31:03] Starting Lua mod 'BPModLoaderMod'
[17:31:03] [Lua] Mods/BPModLoaderMod/load_order.txt not present or no matching mods, loading all BP mods in random order.
[17:31:03] [Lua] UITest == table: 000001A28F110420
[17:31:03] [Lua]     AssetName == ModActor_C
[17:31:03] [Lua]     AssetNameAsFName == FNameUserdata: 000001A2F903DFF8
[17:31:03] [Lua]     Name == UITest
[17:31:03] [Lua]     AssetPath == /Game/Mods/UITest/ModActor
[17:31:03] Starting Lua mod 'BPML_GenericFunctions'
[17:31:03] Mod 'jsbLuaProfilerMod' disabled in mods.txt.
[17:31:03] Starting Lua mod 'Keybinds'
[17:31:03] Starting mods (from enabled.txt, no defined load order)...
[17:31:03] Event loop start
[17:31:08] [Lua] [ConsoleEnabler] ConsoleKey[1]: F10
[17:31:09] [Lua] Loading mod: UITest
[17:31:09] [Lua] Actor for mod 'UITest' is not valid

If "use io" is checked

[17:38:53] [Lua] Loading mod: UITest
[17:38:53] [Lua] ModClass for 'UITest' is not valid
ObjectPath: 
PackageName: /Game/Mods/UITest/ModActor
AssetName: ModActor_C

Desktop (please complete the following information):
Win 11

Additional context
image
image
They're all in the same chunk.

image

  • Project name is the same as the games project name
  • Project is set to export shipping
  • Allow ChunkID assignments is on
  • Generate chunks is on.
  • Files are all set to the same chunk
  • I have tried with and without "use io"
  • I have tried with and without the CustomContent folder
@MrGentle MrGentle changed the title [BUG - Release] [BUG - Release] Blueprint Mods not loading May 10, 2024
@Buckminsterfullerene02 Buckminsterfullerene02 added this to the v4.0.0 Release milestone May 13, 2024
@LastPlayerTR
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Same issue
Branch or Release
v3.0.1

Game and Engine Version
Ranch Simulator, UE5.2

@UE4SS
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UE4SS commented May 15, 2024

This is likely to be fixed by #503.
I'll let you know when an experimental build is available for you to test.

@UE4SS
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UE4SS commented May 25, 2024

I completely forgot about this, sorry.
Here's the experimental build: https://github.com/UE4SS-RE/RE-UE4SS/releases/download/experimental/zDEV-UE4SS_v3.0.1-81-gd8189f3.zip

@narknon narknon closed this as completed Jun 1, 2024
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