localcc / PalworldModdingKit

A modding kit for Palworld
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Can't Open Pal.uproject #19

Closed TrepeSerafin closed 6 months ago

TrepeSerafin commented 8 months ago

I followed your prerequisites and SDK download steps, but I'm unable to open Pal.uproject. I get different error message every time I try launch it too.

Error Messages

I don't know what's going on since I've never used Unreal Engine before. But if I were to guess, I may have messed up SDK download step. I find your Wwise and ThirdParty folder explanation confusing. I copied include, Win32_vc160, Win32_vc170, and etc to PalworldModdingKit-main\Plugins\Wwise\ThirdParty. Am I doing this correctly?

Nixdorfer commented 8 months ago

Check this file tree. It's under ...\Plugins\Wwise image

TrepeSerafin commented 8 months ago

image

Yeah, I don't have some files like Intermediate or Config\Windows. How do I fix it?

TrepeSerafin commented 8 months ago

image image

So I redid the SDK and Wwise steps again, and here are some new issues. What should I do?

The guide does mention changing EngineVersion in Wwise.uplugin, but I don't have Wwise.uplugin.

cetusk commented 8 months ago

I have same issue. I prepared and installed some tools according to this manual.

I make a note of what I did.


Download and installation

Integration ( some parts are differenced from the manual )

Launching

Nixdorfer commented 8 months ago

I'm not sure if this might violate any copyright issues, but I can upload a packaged Plugins\Wwise file to my Git later today, hoping it can help you. Additionally, if you encounter problems like 'could not compile,' you should check whether you have correctly installed the C++ environment of Visual Studio. A way to test this would be to create a project using Visual Studio.

Nixdorfer commented 8 months ago

Try this https://github.com/Nixdorfer/Public_Storage/blob/main/Storage/Wwise.rar Additionally, if you receive a message like "Unable to compile automatically, please try manually," it may be due to issues with your C++ environment deployment. After performing all the operations, please delete the Binaries, Intermediate, and Saved folders in the project file(not the …/Plugins/Wwise, but the project file) and recompile the cache.

TrepeSerafin commented 8 months ago

Hey, update here. I was able to open it on Unreal Engine by uninstalling and reinstalling .NET, Visual Studio, and Wwise. Perhaps something got set up incorrectly without me noticing. Thanks for the help.

I won't close the issue though, since another user is having the same issue.

cetusk commented 8 months ago

@Nixdorfer Thanks for your rapid response. I correctly opened the Pal.uproject ! ( I unzipped the Wwise.rar file then replaced the previous folder to it. )

@TrepeSerafin Thanks for keep this thread.

APlanckFish commented 8 months ago

I have same issue. I prepared and installed some tools according to this manual.

I make a note of what I did.

Download and installation

  • .NET 6
  • Visual Studio 2022
  • Unreal Engine 5.1 ( my version is 5.1.1 )
  • Wwise 2021.1.11.7933 with select 2 packages ( Authoring and C++ SDK ) and 1 platform Visual Studio 2022
  • Cloning from this repository using git clone command

Integration ( some parts are differenced from the manual )

  • Unpack Unreal.5.1.tar.xz ( the manual described Unreal.5.0.tar.xz but not exist ) and copy Wwise folder into PalworldModdingKit\Plugins.
  • Create ThirdParty folder into the Wwise and copy 3 folders ( Win32_vc170, x64_vc170 and include ) from Audiokinetic\Wwise 2021.1.11.7933\SDK, then duplicate *_vc170 as *_vc160.
  • Edit PalworldModdingKit\Plugins\Wwise\Wwise.uplugin to change the entry "EngineVersion": "5.1.0", to "EngineVersion": "5.1.1",.

Launching

  • Open the Unreal Engine 5.1.1 and open the project PalworldModdingKit\Pal.uproject.
  • The warning of "Missing Pal Modifiers" then I pressed "Yes".
  • The error of "Pal could not compiled".

I have same issue. I prepared and installed some tools according to this manual.

I make a note of what I did.

Download and installation

  • .NET 6
  • Visual Studio 2022
  • Unreal Engine 5.1 ( my version is 5.1.1 )
  • Wwise 2021.1.11.7933 with select 2 packages ( Authoring and C++ SDK ) and 1 platform Visual Studio 2022
  • Cloning from this repository using git clone command

Integration ( some parts are differenced from the manual )

  • Unpack Unreal.5.1.tar.xz ( the manual described Unreal.5.0.tar.xz but not exist ) and copy Wwise folder into PalworldModdingKit\Plugins.
  • Create ThirdParty folder into the Wwise and copy 3 folders ( Win32_vc170, x64_vc170 and include ) from Audiokinetic\Wwise 2021.1.11.7933\SDK, then duplicate *_vc170 as *_vc160.
  • Edit PalworldModdingKit\Plugins\Wwise\Wwise.uplugin to change the entry "EngineVersion": "5.1.0", to "EngineVersion": "5.1.1",.

Launching

  • Open the Unreal Engine 5.1.1 and open the project PalworldModdingKit\Pal.uproject.
  • The warning of "Missing Pal Modifiers" then I pressed "Yes".
  • The error of "Pal could not compiled".

I have the same situation. How could i fix it?

DevAusRod commented 7 months ago

Edit: Figured out my problem, leaving this up in case anyone else runs into this. In my previous attempts to fix the problem I'd copied over the Wwise folder from PalworldModdingKit\Plugins to the Unreal Engine Engine\Plugins folder, thinking the manual's instructions for the "sdk" was somehow in relation to Unreal Engine. This was causing my crash, everything works now.

Same issue here. Unreal build log indicates the issue is due to Wwise. I was very careful to select the correct Wwise installation

image image

Enabling plugin 'Wwise' (referenced via Pal.uproject) Expecting to find a type to be declared in a module rules named 'Wwise' in UE5Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null. This type must derive from the 'ModuleRules' type defined by Unreal Build Tool. BuildException: Expecting to find a type to be declared in a module rules named 'Wwise' in UE5Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null. This type must derive from the 'ModuleRules' type defined by Unreal Build Tool. at UnrealBuildTool.RulesAssembly.CreateModuleRules(String ModuleName, ReadOnlyTargetRules Target, String ReferenceChain, ILogger Logger) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\RulesAssembly.cs:line 462 at UnrealBuildTool.RulesAssembly.CreateModuleRules(String ModuleName, ReadOnlyTargetRules Target, String ReferenceChain, ILogger Logger) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\RulesAssembly.cs:line 394 at UnrealBuildTool.RulesAssembly.CreateModuleRules(String ModuleName, ReadOnlyTargetRules Target, String ReferenceChain, ILogger Logger) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\System\RulesAssembly.cs:line 394 at UnrealBuildTool.UEBuildTarget.CreateModuleRulesAndSetDefaults(String ModuleName, String ReferenceChain, ILogger Logger) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 4333 at UnrealBuildTool.UEBuildTarget.FindOrCreateModuleByName(String ModuleName, String ReferenceChain, ILogger Logger) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 4457 at UnrealBuildTool.UEBuildTarget.FindOrCreateCppModuleByName(String ModuleName, String ReferenceChain, ILogger Logger) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 4580 at UnrealBuildTool.UEBuildTarget.AddPlugin(PluginReferenceDescriptor Reference, String ReferenceChain, String[] ExcludeFolders, Dictionary2 NameToInstance, Dictionary2 NameToInfos, ILogger Logger) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 3670 at UnrealBuildTool.UEBuildTarget.SetupPlugins(ILogger Logger) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 3463 at UnrealBuildTool.UEBuildTarget.PreBuildSetup(ILogger Logger) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 2677 at UnrealBuildTool.UEBuildTarget.Create(TargetDescriptor Descriptor, Boolean bSkipRulesCompile, Boolean bForceRulesCompile, Boolean bUsePrecompiled, ILogger Logger) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 857 at UnrealBuildTool.BuildMode.CreateMakefile(BuildConfiguration BuildConfiguration, TargetDescriptor TargetDescriptor, ISourceFileWorkingSet WorkingSet, ILogger Logger) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 741 at UnrealBuildTool.BuildMode.Build(List1 TargetDescriptors, BuildConfiguration BuildConfiguration, ISourceFileWorkingSet WorkingSet, BuildOptions Options, FileReference WriteOutdatedActionsFile, ILogger Logger, Boolean bSkipPreBuildTargets) in D:\build++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 275 at UnrealBuildTool.BuildMode.Execute(CommandLineArguments Arguments, ILogger Logger) in D:\build++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 242 at UnrealBuildTool.UnrealBuildTool.Main(String[] ArgumentsArray) in D:\build++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 648 WriteFileIfChanged() wrote 0 changed files of 0 requested writes.`

Full logs: Pal Log - Pal.log Unreal Build Log - Log.txt

Try this https://github.com/Nixdorfer/Public_Storage/blob/main/Storage/Wwise.rar Additionally, if you receive a message like "Unable to compile automatically, please try manually," it may be due to issues with your C++ environment deployment. After performing all the operations, please delete the Binaries, Intermediate, and Saved folders in the project file(not the …/Plugins/Wwise, but the project file) and recompile the cache.

It appears your Wwise.rar is gone, so we need to figure something else out.

Nixdorfer commented 7 months ago

Excellent. To address your concerns, I've created a separate branch in my repository dedicated to storing all the essential files needed to initialize the project. Please clone this repository to your local machine (though downloading the zip file is also an option). After that, double-click on the .uproject file to compile it. I hope this leads you to success. If you have any questions, leave me a message. https://github.com/Nixdorfer/PalWorldSDK/tree/base

TrepeSerafin commented 6 months ago

I guess the issue is resolved. Closing the issue.