eddiebeazer / ue5-linter

MIT License
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uasset files not showing/loading and crashing UE5.3 #6

Closed MrJRules closed 9 months ago

MrJRules commented 9 months ago

First, I wanted to say that you are appreciated for getting the plugin to compile for UE5.3.

I would appreciate your help getting my current error using the 5.3 version downloaded from the tags page. I created a new project, added a Plugins folder and a Linter folder and I put all content from your zip in this folder. I then right clicked on the uproject file and selected Generate Visual Studio Project files, then opened and built the project. The plugin loads but there is an error with the assets outlined below.

I am getting the following error: The summary for the package '/Linter/MarketplaceLinter/MarketPlaceLintRuleset' is invalid. In the below image you can see that the files are in the content director (lower right), but do not show up in the editor content browser. When I run Linter I get an editor crash. image

Then, if I try to import the file I get an error saying: image

If this helps, I get an error for every asset I try to import into the content window like the above, and also in the load errors log window in editor as follows: image

Here is the crash report I receive from Unreal Crash window: image

Any reason this would happen? Is this on my end?

eddiebeazer commented 9 months ago

Hey, good news is that I still have this working fully in 5.3 for a few projects so I think it just may be with the way you have it extracted.

I'm away from my computer this weekend so I will most likely won't be of much help until Monday.

It looks like you did everything correctly. What I'll try to do is make a zip for the releases that can be extracted directly into the plugins directory

MrJRules commented 9 months ago

Hey, good news is that I still have this working fully in 5.3 for a few projects so I think it just may be with the way you have it extracted.

I'm away from my computer this weekend so I will most likely won't be of much help until Monday.

It looks like you did everything correctly. What I'll try to do is make a zip for the releases that can be extracted directly into the plugins directory

Good to hear. Thank you for this! I look forward to hearing from you Monday.

Can you explain what you mean by "the way you have it extracted". I am confused by this. I extracted it through winrar, through winzip, and through windows explorer, in multiple ways. First through drag and drop, second through extract here function, and so on.

Thanks again for the help.

eddiebeazer commented 9 months ago

Can you try to delete the Linter folder under your plugins folder and then follow the directions in the readme. I just updated them

MrJRules commented 9 months ago

Can you try to delete the Linter folder under your plugins folder and then follow the directions in the readme. I just updated them

Same issue is happening.

image

uassets are there in explorer but are not valid when in unreal.

When I open the MarketplaceLintRuleSet.uasset in Notepad++, this is what I see.

image

Any other thoughts? Could these assets be redirects on your project, pointing the the correct files somewhere else?

MrJRules commented 9 months ago

I even tried to build in MS Visual Studio 2022.

image

MrJRules commented 9 months ago

Even the icon does not show up in the content browser but show in explorer.

image

eddiebeazer commented 9 months ago

I am a little perplexed. You said this was a new project right? If so, do you think you can upload your project so I can troubleshoot it. Everything seems right on my end

MrJRules commented 9 months ago

Yeah, I created a blank c++ project. Here is the link to the project zip. I do hope this yields good news. Our team would really do well to have a tool to help with consistency.

Linter_5_3.zip

Thank you for your help!

eddiebeazer commented 9 months ago

I got it working. I don't know if one of the files in the repo got corrupted, but when I diffed it in LFS it looked correct still. I just copied my content directory from my personal project into what you sent me and it worked fine. When I do the 5.4 update I'll try to see if I can clean that up a bit so this doesn't happen again.

Delete your content directory in PLugins/Linter/Content and replace it with these. That should work

Content.zip

I also noticed that the icons were also broken in your project for the content actions. This should fix those too

MrJRules commented 9 months ago

That worked! Thank you!!! I am not sure what is different because it all looks the same. Can you explain what happened?

eddiebeazer commented 9 months ago

Honestly I don't know. I wonder if someone else will run into this same issue. Something seemed corrupted in your plugins content folder. I know my games version of the linter was working fine so I just copied my content folder to the project you shared with me(All the changes I've made to the Linter plugin was just the source files).

What makes it strange to me is that Git LFS didn't notice a difference in the files. Unless someone else has this issue I'm going to assume it just might have been a fluke, glad to see it working!

MrJRules commented 9 months ago

Okay, I appreciate your time and help with this. Thank you!

eddiebeazer commented 9 months ago

No problem, I'm going to close this for now. Let me know if you need anything else

matt-edmondson commented 7 months ago

I think I have the answer to this, and a workaround.

The repo has the correct files, but the releases don't.

My guess is the way you're making your release builds doesn't have LFS support installed, so the zip files you're producing have LFS pointers in that directory rather than the actual uasset files.

The workaround for users trying to install the plugin is to clone the repo directly with a client that has LFS support installed instead of downloading the zip.

The proposed fix in #9 I'm assuming would have the same issue if the next release was built with the same release pipeline.

eddiebeazer commented 7 months ago

I think I have the answer to this, and a workaround.

The repo has the correct files, but the releases don't.

My guess is the way you're making your release builds doesn't have LFS support installed, so the zip files you're producing have LFS pointers in that directory rather than the actual uasset files.

The workaround for users trying to install the plugin is to clone the repo directly with a client that has LFS support installed instead of downloading the zip.

The proposed fix in #9 I'm assuming would have the same issue if the next release was built with the same release pipeline.

I rarely use LFS so I forgot that could have been the issue. When its time for 5.4 I think I'll just create the releases via actions and hopefully that should solve it for everyone who has been downloading the autogenerated releases. I also think I manually uploaded a zip that you should just be able to unzip directly in your plugins folder