AssetLibrary.loadFromFile error - [File not found]


Please, help me deal with my problem.
I use your example for load asset library from file


import openfl.display.Sprite;
import openfl.utils.AssetLibrary;

class Main extends Sprite
    public function new() {

        var future = AssetLibrary.loadFromFile ("assets/Test.bundle");
        future.onError (this.library_onError);
        future.onComplete (this.library_onComplete);

    private function library_onError (err:Dynamic):Void {
        trace ("ERR " + err);

    private function library_onComplete (library:AssetLibrary):Void {
        trace ("Bundle Loaded");
        var clip = library.getMovieClip ("");
        this.addChild (clip);



 <?xml version="1.0" encoding="utf-8"?>

     <meta title="HaxeTest" package="com.sample.haxetest" version="1.0.0" company="Company Name"/>

     <app main="Main" path="Export" file="HaxeTest"/>

     <source path="Source"/>

     <haxelib name="openfl"/>

     <assets path="Assets" rename="assets" embed="false"/>


When I trying upload bundles, an error occurs:

GET /assets/Test.bundle/assets/Test.bundle/swflite.bin?458557
Error (404): "Not found"

But file swflite.bin has path “/assets/Test.bundle/swflite.bin”.
Why the file path looks like this: “/assets/Test.bundle/assets/Test.bundle/”?
Also, In file “Export/html5/bin/assets/Test.bundle/library.json” rootPath=“assets/Test.bundle”.


Do you need to load the SWF file at runtime in this way? Could you use the <library /> tag instead?

<library path="Assets/test.swf" preload="true" />


var mc = Assets.getMovieClip ("test:");

It looks like there might be an issue here with using “assets/Test.bundle” as the rootPath. I think the rootPath probably should be blank. There might be a bug here, if you could share an example project?

Go ahead and look at openfl create NyanCat, however, as a simple example of including SWF assets. The <library /> tag is the standard/easy way to include SWF assets, using openfl process in advance and loading SWF assets at runtime is a more advanced feature that may still have some problems in corner cases, so I appreciate feedback, but it may also be easiest to try a slightly different approach :wink:


I can confirm this is a bug. Trying to load a pre-processed swf bundle at runtime, it gives the exact same error. In the final exported library.json, there is a path on the “root” parameter, and as you say Joshua, it must be blank for this to work.

We manually remove root content ("") each time we compile, and it works. It is a bit inconvenient to have to edit the file every time we compile, but we expect a solution in next versions.

Question: Is there any way to remove loaded contents, if we load with AssetLibrary.loadFromFile ?



So openfl process not setting the root parameter in the JSON would fix the problem?

I believe you can Assets.unloadLibrary using the same path


The problem is not in the process to convert a swf to swflite (openfl process …). When this process is launched, if we look at the generated library.json: “rootPath”: null (it is correct and it works)

The problem is in the final compilation of the project in the definitive folder, provided that we specify the assets swf bundle in project.xml. For example, I have this:

<assets path = “assets/swf” rename = “swf” embed = “false” />

With this the swf.bundle files of that folder are automatically copied to the final compilation folder. But in the process, “rootPath” its modified and set to the value of the relative path; “rootPath”:“swf/assets_en_multi.bundle”.

So when you indicate AssetLibrary.loadFromFile (“swf/assets_en_multi.bundle”) it is as if the path is duplicated: “swf/assets_en_multi.bundle/swf/assets_en_multi.bundle”

I am complicating myself with the explanation … I hope it is understood.

If we do not specify the assets swf in project.xml, you can copy by hand the original created swf.bundle files (with rootPath null) to the final folder, so it’s not that bad.

On the other hand, AssetLibrary (openfl.utils.AssetLibrary) does not have an unloadLibrary method. I do not know if there is another AssetLibrary that can also work with swf at runtime.