Alpakit not packing on freshly created mod
Hello, trying to get setup with modding in 1.0 (from a fresh setup, not upgrade) and running into the attached error when trying to run Alpakit on a fresh, blank mod. I followed the dev docs through to this point: https://docs-dev.ficsit.app/satisfactory-modding/latest/Development/BeginnersGuide/SimpleMod/gameworldmodule.html
Experienced with software dev but new to modding π Any help is appreciated!
Plugin Setup and Game World Module :: Satisfactory Modding Document...
To get started with our mod, weβll need to make a new Unreal plugin using Alpakitβs wizard. Every mod you make should be a separ...
24 Replies
After some sleep, I've come back to run through the setup again. Seems I might have been missing some VS components somehow. I'll update once the initial install and compiliation is complete
Nope, still running into the same issue π₯² Just opening the unreal editor and trying to build the included example mod causes the error too
haven't seen this one before... it's almost like the alpakit command is misformed. what are your dev packaging settings set to (send screenshot probably)?
Set it up according to the dev guide π€·
any change when you turn off the windows server and linux server targets?
Nope, same issue
I don't know what other logs I can look at as the one spit out by Alpakit doesn't tell me much
I think it is failing too early in the process for more useful logs to be produced
@Mircea (Area Actions) might have some insights
I mean it might be something in my dev environment, but I don't really know. I have a-lot of visual studio extensions and Microsoft build stuff installed for C# dev
you probably wouldn't have been able to get this far if it was a visual studio misconfiguration problem
Yea makes sense. It probably would've failed when building the editor if VS was messed up
Would it make sense to try building one of the Shipping targets (Steam or EGS) from Visual Studio?
Try deleting
Mods\Alpakit\Binaries\DotNET
in case it somehow was compiled with a different dotnet than it should have beenLooked like it was going to work after doing that but alas, same error
This is what's so weird:
Unhandled exception: System.ArgumentException: Object of type 'UnrealBuildBase.ParsedCommandLine' cannot be converted to type 'UnrealBuildBase.ParsedCommandLine'
These two types are the same so not sure where the type conversion error is coming from...My only guess is different dotnets, but idk what else could be compiled with the wrong version
UAT? Or is that in the engine?
It's in the engine
Could that be a different dotnet version than the one being used to build Alpakit?
It should all be the UE bundled dotnet (like it says in the log)
Ah, the engine's dotnet
Building 1 projects (see Log Engine/Programs/AutomationTool/Saved/Logs/Log.txt
for more details)
Would that help?
I found C:\Users\Rex\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+UE+5.3.2-CSS-66\Log.txt
I don't have that log file. I've been looking for it
Okay
I'll try and build one of the shipping targets from Visual Studio when I get a chance. going to bed; been programming all day π©
were you able to find the cause of the issue?