UE4SS-RE / RE-UE4SS

Injectable LUA scripting system, SDK generator, live property editor and other dumping utilities for UE4/5 games
http://docs.ue4ss.com/
MIT License
1.27k stars 166 forks source link

[ISSUE - Release] Actor for mod 'ModName' is not valid #399

Closed EAZENLEE closed 3 months ago

EAZENLEE commented 7 months ago

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

[08:51:11] m_shared_functions: 0x7ff9fea402a0 [08:51:11] Enabling custom events [08:51:11] Starting mods (from mods.txt load order)... [08:51:11] Mod 'ActorDumperMod' disabled in mods.txt. [08:51:11] Starting Lua mod 'ConsoleCommandsMod' [08:51:11] Starting Lua mod 'ConsoleEnablerMod' [08:51:11] [Lua] ConsoleClass, GameViewport, or ViewportConsole is invalid [08:51:11] Mod 'SplitScreenMod' disabled in mods.txt. [08:51:11] Mod 'LineTraceMod' disabled in mods.txt. [08:51:11] Starting Lua mod 'BPModLoaderMod' [08:51:11] [Lua] Mods/BPModLoaderMod/load_order.txt not present or no matching mods, loading all BP mods in random order. [08:51:11] [Lua] ccmod == table: 0000022435892720 [08:51:11] [Lua] AssetNameAsFName == FNameUserdata: 0000022406AB89A8 [08:51:11] [Lua] AssetPath == /Game/Mods/ccmod/ModActor [08:51:11] [Lua] Name == ModName [08:51:11] [Lua] AssetName == ModActor_C [08:51:11] Starting Lua mod 'BPML_GenericFunctions' [08:51:11] Mod 'jsbLuaProfilerMod' disabled in mods.txt. [08:51:11] Starting Lua mod 'Keybinds' [08:51:11] Starting mods (from enabled.txt, no defined load order)... [08:51:11] Event loop start

[08:51:12] [Lua] Loading mod: ModName [Lua] Loading mod: ccmod

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.

[Lua] Actor for mod 'ModName' is not valid.

I used "ModName" instead of my mod name here and above.

Mods directory ccmod.zip

To Reproduce Steps to reproduce the behavior:

  1. Launch game
  2. See error in log

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 20240219171007 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.

UE4SS commented 7 months ago

This most likely means that you've installed a non-UE4SS pak mod in /Content/Paks/LogicMods.

UE4SS commented 7 months ago

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.

EAZENLEE commented 7 months ago

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 image So it's a UE4SS pak mod right?

UE4SS commented 7 months ago

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.

EAZENLEE commented 7 months ago

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

Buckminsterfullerene02 commented 3 months ago

Fixed in latest experimental version (BPModLoader issue in ue5.2+)