The strange thing is that all of these events work just fine in the build. That said, all of these errors seem to be from events where I’ve either changed the name, or replaced the event with another event. All of these events get loaded from the .bank files as temporary Uassets. Does anyone know why these errors are showing up and how to get rid of them?
It’s making it impossible to read our log because I’m getting hundreds of these…
“01-Dec-2016 13:56:41 UE4Editor-Cmd: [2016.12.01-21.56.41:809][ 0]LogInit:Display: LogCook:warning: Unable to find cached package name for package /Game/FMOD/Events/Music/Music_Player
01-Dec-2016 13:56:41 UE4Editor-Cmd: [2016.12.01-21.56.41:810][ 0]LogInit:Display: LogCook:warning: Unable to find cached package name for package /Game/FMOD/Events/Crowd/SML_Test/AMB_CLAP_SML
01-Dec-2016 13:56:41 UE4Editor-Cmd: [2016.12.01-21.56.41:810][ 0]LogInit:Display: LogCook:warning: Unable to find cached package name for package /Game/FMOD/Events/Vehicle_Engines/MX_Test_Engine”
From what I can see, the uasset sometimes doesn’t seem to update properly and keeps a reference to the old event (in among the gibberish). I am unsure of a fix for this but I will continue looking into it.
Thanks! I can’t seem to find these elusive uassets either… Let me know if you come across something.
We’re having the same issue since upgrading to 4.13. We have a cached package warning for every event created before the upgrade.
Just for clarity, is that upgrading from 4.12 to 4.13?
We went from 4.11 to 4.13
In my case, we’ve gone from 4.11, 4.12 and to 4.13 with these events.
Just to let you know, I am still looking into this.
It looks like this is happening for all cooked builds, not just migrated from an earlier engine version.
While this warning is annoying, it is benign and can be ignored.
To work around this you will have to modify Unreal Engine code:
bool FPackageName::IsScriptPackage(const FString& InPackageName)
if (InPackageName.StartsWith(FLongPackagePathsSingleton::Get().ScriptRootPath) || InPackageName.Contains(TEXT("FMOD/")))
This has been brought up with Epic and they agree it is a bug https://issues.unrealengine.com/issue/UE-41012