Asset downloads from the Epic Marketplace stick at initializing.
Nothing happens beyond this. What seems to be the issue?
Asset downloads from the Epic Marketplace stick at initializing.
Nothing happens beyond this. What seems to be the issue?
Hey there @Zarrar2802! I see that other installations have succeeded, so it’s unlikely this is related to the usual culprit, which is network or file security blocking it. Aside from that my usual recommendation would be to verify there is ample space on the drive you are installing to, and hard resetting the client can often resolve these issues.
Installations and downloads are very iffy. I have to restart the Epic Launcher multiple times to get them to download. Sometimes, they’ll remain initializing but when I cancel the download, the entire asset just magically appears in its proper location. It’s wild whatever’s going on
It sounds like read/write feedback isn’t correct. Are any of the assets incomplete/corrupt? It could be the verifying asset stage causing issues.
It was an issue in the backlog(which barely get updated now sadly)
But the new launcher had a fix specific for this, try to update your launcher.
Clear launcher cache, restart, or check network settings.
Nope, its either that the asset magically appears or it doesn’t.
Also I just noticed they moved Fab into the Launcher?
I’m guessing things are about to get worse.
This might be it. I think the launcher has been auto-updated but haven’t bothered to download anything yet. Will test and get back asap.
EDIT: Yay it’s working again. AND HOLY ■■■■ IT’S SNAPPY! EPIC DID YOU FINALLY FIX THE LAUNCHER?!?! WHAT ARE WE GOING TO MEME ABOUT NOW!?
Around 138MB for me:
But it possible it storing some cached download maybe. Kinda weird it taking 3GB vram ![]()
I’ve already cleared all caches and repaired the launcher. Still eats roughly around the same VRAM. When it first launches, I notice that the VRAM usage slowly increases to 3 GB rather than immediately jumping to it. Which might indicate that it’s downloading something? Either way, I’m forced to end the launcher’s process every time I launch my Unreal project.
Interesting! Could be reserved for the model viewer if that completed the transition already, but if you hadn’t launched that it shouldn’t be there yet. If possible, could you submit a full report on the Fab bug reporting side for documentation purposes?
https://forums.unrealengine.com/tags/c/general/issues-bug-reporting-fab/211/unreal-engine
Clear cache or restart Epic Games Launcher to fix ![]()
Fantastic, thanks for the report!