Closed EAZENLEE closed 3 months ago
This most likely means that you've installed a non-UE4SS pak mod in /Content/Paks/LogicMods
.
This most likely means that you've installed a non-UE4SS pak mod in
/Content/Paks/LogicMods
.
If this isn't the case, and this is a UE4SS pak mod, then it's likely not set up correctly and because of that our mod loader isn't able to find a mod actor to load.
This most likely means that you've installed a non-UE4SS pak mod in
/Content/Paks/LogicMods
.
I put a mod I made in LogicMods The path of ModActor in PAK is Mods/ccmods/ModActor So it's a UE4SS pak mod right?
This most likely means that you've installed a non-UE4SS pak mod in
/Content/Paks/LogicMods
.I put a mod I made in LogicMods The path of ModActor in PAK is Mods/ccmods/ModActor So it's a UE4SS pak mod right?
Yes.
Verify that it's set up like shown in this guide: https://pwmodding.wiki/docs/creating-blueprint-mods/mod-setup-1 Ignore the fact that it's for Palworld, the ModActor set up is the same for all games, although I can't remember if the uproject name is important.
I think you also need to change some project settings in the UE editor and assign your actor to a chunk: https://pwmodding.wiki/docs/palworld-modding-kit/congratulations If your game uses iostore (.ucas & .utoc files alongside .pak files) then you also need to tick "Use Io Store" which is in the same location as the second screenshot in the link above and you'll need to rename and copy those alongside your pak file.
This most likely means that you've installed a non-UE4SS pak mod in
/Content/Paks/LogicMods
.I put a mod I made in LogicMods The path of ModActor in PAK is Mods/ccmods/ModActor So it's a UE4SS pak mod right?
Yes.
Verify that it's set up like shown in this guide: https://pwmodding.wiki/docs/creating-blueprint-mods/mod-setup-1 Ignore the fact that it's for Palworld, the ModActor set up is the same for all games, although I can't remember if the uproject name is important.
I think you also need to change some project settings in the UE editor and assign your actor to a chunk: https://pwmodding.wiki/docs/palworld-modding-kit/congratulations If your game uses iostore (.ucas & .utoc files alongside .pak files) then you also need to tick "Use Io Store" which is in the same location as the second screenshot in the link above and you'll need to rename and copy those alongside your pak file.
I have always done it like this guide, and I have checked these settings and have not found anything wrong. So, many mods I made before have never had problems, but this time I did not make any changes to the UE editor settings, and it is the same pak packaging steps, but this time I encountered such problems
Fixed in latest experimental version (BPModLoader issue in ue5.2+)
Branch or Release v3.0.0
Game and Engine Version onlyclimb, steam, 5.2
Describe the bug When running the game, it is still correct to see these in the console
After a few seconds, this appeared, indicating that the mod would not work. After starting the game and testing, it was indeed true that the mod did not work.
I used "ModName" instead of my mod name here and above.
Mods directory ccmod.zip
To Reproduce Steps to reproduce the behavior:
Expected behavior If no accidents occur, a prompt starting with "Actor: ModActor_C" will appear instead of "Actor for mod 'ModName' is not valid"
Screenshots and UE4SS Log UE4SS.log
Desktop (please complete the following information):
Additional context I have also tried the experimental version of UE4SS 2.5.2 and uninstalled the game and reinstalled it, but this error still persists.