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Simple plugin giving you the ability to load PAK files from the local FS or a remote one.

License: MIT License

C++ 89.89% C# 10.11%

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asyncpackagestreamer's Issues

Few details

Hey,

I'm stuck on this process since a long time. How to load a pak file from server/local... I've seen a lot of approaches to this problem but I didn't found what I want...

First of all, your plugin doesn't work in local, the "RequestAsyncLoad" does not find the files after mounting it if they're not loaded previously with a SyncLoad or StaticLoadObject before (In Editor...).

What I want is to be able to stream pak file (local or server) and use uassets in it WITHOUT having them 'physically' on my disk. Actually when I 'StaticLoadObject' them, they appear in the Engine folder.
The same system as Unity3D with their AssetBundle : https://docs.unity3d.com/ScriptReference/WWW-assetBundle.html.

Is the purpose of your plugin to do this? If yes, I will need some help to make it work and I will make a plugin or update this one in order to give the solution to all the people in distress. ^^

Regards,

Nyudeb

AsyncPackageStreamer Plugin doesn't work in UE 4.21.2

Recently, I made a new UE game project with Version 4.21.2
I want to load assets dynamically by using your AsyncPackageStreamer plugin but while the engine load the plugin at the initial point, there were some compile errors.
So I want you fix this problem quickly via teamviewer.
Kind regards, Troy.

Could you provide a sample on how to use the plugin please

This is what I'm doing to load a local Pak file:

UTestSingletonClass* dataInstance = Cast(GEngine->GameSingleton);
FAssetStreamer *obj = new FAssetStreamer();
obj->Initialize(&dataInstance->AssetLoader);
obj->CurrentMode = EAssetStreamingMode::Type::Local;
FString pakFile = TEXT("Out.Pak");
obj->StreamPackage(pakFileLocation, this, EAssetStreamingMode::Type::Local, TEXT("-pakdir=C:/TestUE4/SandBox/Content/Paks/"));

Big Thanks

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