DoesPackageExist called on PackageName that will always return false

i have been encountering a problem where I can not print to the output log, when I do so, it displays the following:

LogPackageName: Warning: DoesPackageExist called on PackageName that will always return false. Reason: Input ‘’ was empty.

i have checked if my code is the same as the lecture, the one in question being Unreal Engine 5 C++ Developer: Learn C++ & Make Video Games, section 4 (Crypt Raider) (part 81). does anyone know the solution to this problem

That should be unrelated to any issues you are having. See this thread:
DoesPackageExist Warning flooding output log in PIE - Feedback & Requests - Epic Developer Community Forums


Could you show your code please?

i have tried this twice, but it doesn’t work.

here is my code, by the way

Mover.cpp

// Fill out your copyright notice in the Description page of Project Settings.


#include "Mover.h"

// Sets default values for this component's properties
UMover::UMover()
{
	// Set this component to be initialized when the game starts, and to be ticked every frame.  You can turn these features
	// off to improve performance if you don't need them.
	PrimaryComponentTick.bCanEverTick = true;

	// ...
}


// Called when the game starts
void UMover::BeginPlay()
{
	Super::BeginPlay();

	// ...
	
}


// Called every frame
void UMover::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
	Super::TickComponent(DeltaTime, TickType, ThisTickFunction);

	AActor* Owner = GetOwner();
	FString Name = Owner->GetActorNameOrLabel();
	FVector OwnerLocation = Owner->GetActorLocation();
	FString OwnerLocationString = OwnerLocation.ToCompactString();

	UE_LOG(LogTemp, Display, TEXT("Mover Owner Address: %u with location %s"), *Name, *OwnerLocationString);
}

Mover.h

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "Mover.generated.h"


UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class CRYPTRAIDER_API UMover : public UActorComponent
{
	GENERATED_BODY()

public:	
	// Sets default values for this component's properties
	UMover();

protected:
	// Called when the game starts
	virtual void BeginPlay() override;

public:	
	// Called every frame
	virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;

		
};

What actor have you attached it to? Have you successfully compiled?

the actor it’s set to is called “SM_Crypt_Wall_Decorative_D”, and yes, it compiles successfully

Have you tried removing the component from the actor and adding a new one?

this had solved my problem, thank you very much -

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