Remote Addressables basics question with EOS hosting

Hiya,
I have built in addressables working to load scenes, but am having some trouble starting off with remote addressables.
Starting off I’m using default settings (I believe the default plus build remote catalog on and set).

The profile is still using the defaults:

And the relevant group

I’ve built the bundles, and try to access them with this, downloading dependencies for a scene from the remote bundle:

        var key = "Quest_MiniChallenge_1";
        Debug.Log ("Clearing Cache");
        Addressables.ClearDependencyCacheAsync(key);

        //Check the download size
        Debug.Log ("Checking Download Size");
        AsyncOperationHandle<long> getDownloadSize = Addressables.GetDownloadSizeAsync(key);
        yield return getDownloadSize;

        //If the download size is greater than 0, download all the dependencies.
        Debug.Log ("Download Size: " + getDownloadSize.Result);
        if (getDownloadSize.Result > 0)
        {
            Debug.Log ("Starting Download");
            AsyncOperationHandle downloadDependencies = Addressables.DownloadDependenciesAsync(key);
            yield return downloadDependencies;
            Debug.LogFormat ("Is Done: {0}, Result: {1}, Status: {2}", downloadDependencies.IsDone, downloadDependencies.Result, downloadDependencies.Status);
       
        }

However I get this as an error. I assume I missed something with the settings or am calling it incorrectly? Any tips would be greatly appreciated!

And to follow on this more basic question, I’m using EOS for some of the game’s features, and see that they offer file encrypted file-storage, though its a more involved process:
https://dev.epicgames.com/docs/services/en-US/Interfaces/TitleStorage/index.html

Would this approach be compatible with remote addressable hosting? Seems like it would warrant one/all of the following?

  • Custom service in Addressables Hosting
  • Custom file/script inheriting from IResourceProvider to hook into the EOS API for the TitleStorage?

Your remote load path url is still targeting localhost. If that was intended, you have to take the built assets from the build folder (which is 1 up from assets folder in the project, named ServerData) and manually upload them to the server folder, in your case you are hosting in locally, so Your localhost/StandaloneWindows64 folder.

Alternatively, if you intend to host the content from another url, then you have to change the url in the RemoteBuildPath field. You also need to manually upload the assets to <your_url>/StandaloneWindows64 folder.