Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Game Jammer: Asset Bundling Instructions Won't Work using Installed Engine #2511

Open
AMZN-Gene opened this issue Dec 5, 2023 · 0 comments
Labels
feature/build Content relating to CMake or the overall build system of O3DE. good-first-issue Issue ready for a new contributor according to the help wanted guidelines. kind/enhancement Enhancement to an existing feature

Comments

@AMZN-Gene
Copy link
Contributor

AMZN-Gene commented Dec 5, 2023

The Bundling Assets for Release docs doesn't apply for people that use pre-built installed O3DE.

Updates to Bundling Assets for Release

  1. Skip the step for building AssetBundler
    a. This already exists in the engine folder C:\O3DE\23.10.1\bin\Windows\profile\Default\AssetBundler.exe
  2. Opening AssetBundler.exe will fail.
    a. The error message is wrong in this case. Unable to locate the Project Cache path from Settings Registry at key /O3DE/Runtime/FilePaths/CacheProjectRootFolder. Please run the O3DE Asset Processor to generate a Cache and build assets. ![image](https://github.com/o3de/o3de.org/assets/32776221/622a84bc-cc5e-404b-86ce-9c131344d594) The problem is that AssetBundler.exe wasn't told which project to open. Solution: Run AssetBundler from command-line and provide the project-path argument. .\bin\Windows\profile\Default\AssetBundler.exe --project-path C:\Users\genewalt\O3DE\Projects\NewProject'
  3. Bundling Assets for Release only creates the PAK files. "Final notes" should point users to the next step of actually using the PAK files and creating a release game build. Project Export CLI Tool

Formatting Suggestion: Maybe the page should include a tab; 1 tab for installed o3de, 1 tab for built from source.

Updates to Creating a Project Game Release Layout for Windows

  1. Remove the warning about having to export when building the engine as source. Devs can export when using an installed engine now :)
    In order to create a game only release (monolithic), you must have O3DE set up from source, not just the installer.
  2. Are these steps even needed now that the export script exists? Provide a link to the Project Export CLI Tool

Updates to Project Export CLI Tool

  1. Ensure export-project script examples include --output-path, --seedlist, --platform
    Example: C:\O3DE\23.10.1\scripts\o3de.bat export-project --export-script C:\O3DE\23.10.1\scripts\o3de\ExportScripts\export_source_built_project.py --project-path C:\Users\genewalt\O3DE\Projects\NewProject --config release --should-build-assets --log-level INFO --seedlist C:\Users\genewalt\O3DE\Projects\NewProject\AssetBundling\SeedLists\GameSeedList.seed --output-path C:\GameJam --noserver --nounified --platform pc

BLOCKED: o3de/o3de#17192

@AMZN-Gene AMZN-Gene added the needs-triage Indicates an issue or PR lacks a `triage/foo` label and requires one. label Dec 5, 2023
@ShaunaGordon ShaunaGordon added kind/enhancement Enhancement to an existing feature good-first-issue Issue ready for a new contributor according to the help wanted guidelines. feature/build Content relating to CMake or the overall build system of O3DE. and removed needs-triage Indicates an issue or PR lacks a `triage/foo` label and requires one. labels Aug 28, 2024
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
feature/build Content relating to CMake or the overall build system of O3DE. good-first-issue Issue ready for a new contributor according to the help wanted guidelines. kind/enhancement Enhancement to an existing feature
Projects
None yet
Development

No branches or pull requests

2 participants