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 πŸ™‚ Any help is appreciated!
Plugin Setup and Game World Module :: Satisfactory Modding Document...
To get started with our mod, we’ll need to make a new Unreal plugin using Alpakit’s wizard. Every mod you make should be a separ...
24 Replies
Kelvin
KelvinOPβ€’2mo ago
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 πŸ₯² Just opening the unreal editor and trying to build the included example mod causes the error too
Robb
Robbβ€’2mo ago
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)?
Kelvin
KelvinOPβ€’2mo ago
No description
Kelvin
KelvinOPβ€’2mo ago
Set it up according to the dev guide 🀷
Robb
Robbβ€’2mo ago
any change when you turn off the windows server and linux server targets?
Kelvin
KelvinOPβ€’2mo ago
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
Robb
Robbβ€’2mo ago
I think it is failing too early in the process for more useful logs to be produced @Mircea (Area Actions) might have some insights
Kelvin
KelvinOPβ€’2mo ago
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
Robb
Robbβ€’2mo ago
you probably wouldn't have been able to get this far if it was a visual studio misconfiguration problem
Kelvin
KelvinOPβ€’2mo ago
Yea makes sense. It probably would've failed when building the editor if VS was messed up
Rex
Rexβ€’2mo ago
Would it make sense to try building one of the Shipping targets (Steam or EGS) from Visual Studio?
Mircea
Mirceaβ€’2mo ago
Try deleting Mods\Alpakit\Binaries\DotNET in case it somehow was compiled with a different dotnet than it should have been
Kelvin
KelvinOPβ€’2mo ago
Looked like it was going to work after doing that but alas, same error
Kelvin
KelvinOPβ€’2mo ago
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...
Mircea
Mirceaβ€’2mo ago
My only guess is different dotnets, but idk what else could be compiled with the wrong version
Rex
Rexβ€’2mo ago
UAT? Or is that in the engine?
Mircea
Mirceaβ€’2mo ago
It's in the engine
Rex
Rexβ€’2mo ago
Could that be a different dotnet version than the one being used to build Alpakit?
Mircea
Mirceaβ€’2mo ago
It should all be the UE bundled dotnet (like it says in the log)
Rex
Rexβ€’2mo ago
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
Kelvin
KelvinOPβ€’2mo ago
I don't have that log file. I've been looking for it
No description
Rex
Rexβ€’2mo ago
Okay
Kelvin
KelvinOPβ€’2mo ago
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 😩
Robb
Robbβ€’2mo ago
were you able to find the cause of the issue?
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