Issue present in packaged vertsion of Game but not in Editor - unreal-engine4

So I'm having a frustrating issue currently with Unreal where players spawn won't spawn the packaged version but will in the editor. I think I've managed to pin the issue down, but I still have no idea why it's occurring. For context, I am working on a multiplayer battle arena game. I have a player handler blueprint that stores relevant metadata/info about a character.
Handler getting Relevant Info
When the handler is first created, it's assigned a character name and costume/colour variant index from the game instance.
Getting the correct character from the data asset table
It then checks a character data asset table to see which class/mesh/material it should be set to.
This is the data table
The data table references data assets. From my testing this seems to be where the issue lies, that the game can access the data tables in the PIE, but not in the build. Does anyone know why this may be? Is there something I've overlooeked?

Related

Unity Steamworks Uninitialized error after returning to the offline scene with Mirror

To preface this, my problem is almost exactly the same as this. I have a game which utilizes Unity Mirror for multiplayer and FizzySteamworks as the transport. When I launch the game I can go through the game as expected, until I wish to leave the lobby. When I try to press my leave lobby button, it calls Manager.StopHost() which then takes me to my offline scene. However when I try and start a new lobby/game, I get the error: InvalidOperationException: Steamworks is not initialized.
Now as I understand, because my NetworkManager is in my offline scene, when I switch back to the offline scene, something (SteamManager maybe or NetworkManager or something else, I havent found what) destroys my old NetworkManager as to prevent having duplicates, which makes sense. The problem is that the new one/one from the offline scene is not the one I should be using/isn't being initialized causing the error.
The fix described in the similar post does not work for me as Persist Network Manager To Offline Scene is no longer an option in the Mirror NetworkManager. I have tried finding where the old one is destroyed (No luck), as well as trying to reset/re-initialize steam in some way, also to no avail.
Are there any recommendations on how I can either fix either destroying the old NetworkManager or fix the steam initializiation failure? Thanks in advance.

Clothing data error “Graph is linked to external private object ClothingAssetCommon”

I’m having a weird problem when it comes to animations for clothing and hair on some characters. If I’m duplicating the skeletal mesh that has clothing data, and save it, it works fine, but if I remove the data, save it, and then when I’m trying to add it back, I’m getting this error (on some, not all), as example Shimbi Jade:
Can't save ./../../../..//ParagonShinbi/Characters/Heroes/Shinbi/Skins/Tier_1/Shinbi_Jade/Meshes/ShinbiJade.uasset:
Graph is linked to external private object ClothingAssetCommon
//ParagonShinbi/Characters/Heroes/Shinbi/Skins/Tier_1/Shinbi_Jade/Meshes/ShinbiJadeOriginal.ShinbiJadeOriginal:Mudang_Apex_geo_hair_LOD0 (ClothConfigs)
Do I need to make the data for clothing public? If so, how? If not, what else do I have to do?

Unity post processing layer does not appear

I am very new to unity and I am trying to add post processing to a scene. I copied a tutorial, however when I added the post processing layer to my camera and went to change the layer to post processing, there was no post processing layer.
There should be a layer called post processing here, unless I did something wrong:
It doesn't seem like anyone else has had this problem but that could be because it's an easy fix.
I'd recommend restarting the project once, assuming you've correctly imported Post Processing from the Package Manager (To make sure the layer names load up correctly).
Also, the Layer name can be created by you, and assigned to desired GameObjects. So, the name "PostProcessing" as a layer doesn't really matter. you can just add in the layer name, if it doesn't appear, and continue as it was in the tutorial
You can assign it to Default if it doesn't appear (Unity will warn you, though).
PostProcessing layer is usually generated when you imported the package. If it's not there, try to use a project template that has PostProcessing in it while creating a new project.

HoloLens 2 Research Mode with Unreal - How?

I'm new here, so feel free to give tips where needed. I am running into trouble using the Unreal engine combined with the HoloLens 2.
I would like to access the special black/white cameras of the HoloLens, for tracking purposes. These are normally not accessible. However, they can be activated by using the “perceptionSensorsExperimental” capability. This should be possible, since it also works with Unity: https://github.com/doughtmw/HoloLensForCV-Unity
I have tried to add the capability in the Unreal Project Settings: Config\HoloLens\HoloLensEngine.ini” -> “+RescapCapabilityList=perceptionSensorsExperimental”. The project still builds as expected, but I noticed that it doesn’t matter what I add here. Even something random like “+abcd=efgh” doesn’t break the build.
However, if I add “+CapabilityList=perceptionSensorsExperimental”, I get “Packaging (HoloLens): ERROR: The 'Name' attribute is invalid - The value 'perceptionSensorsExperimental' is invalid according to its datatype 'http://schemas.microsoft.com/appx/manifest/types:ST_Capability_Foundation' - The Enumeration constraint failed.”. I conclude: 1.) I’m making the changes in the right file. 2.) The right scheme needs to be configured in order for “+RescapCapabilityList=perceptionSensorsExperimental” to work as expected.
My question is how do I add the right schema to my Unreal project? (like in the Unity example referenced above, which uses “http://schemas.microsoft.com/appx/manifest/foundation/windows10/restrictedcapabilities”), I cannot find any example and I cannot find any proper place to put it. Not in the settings, not in the xml/ini files. Clearly, I am missing something.
Any thoughts are much appreciated!
Updated. We released HoloLens-ResearchMode-Unreal plugin

Can both image target and object target be added one single database in unity vuforia?

I am developing an android app where I have to train my app to recognize two images and four objects.I created one single database where I added all the images and objects target in vuforia developer site and created the unity package. Now neither image nor object is getting recognized.
Probably the problem is the same for objects and images.
I think you should share some more info about what your doing as well as some meaningful code implementing it.
W/O that, I would suggest:
verify that the database and trackables are loaded and active # runtime
if so, see in console that the trackables are tracked by Vuforia
if so, verify the code enabling your augmentations
Please confirm whether have run trough these steps already and what results you got. I can share some code and further tips once the issue is a little but more specific.
Regards