We are aware that you are experiencing asset validation issues where your project will not upload and launch as you expect. When this occurs if you open the Message log you will see the validation errors. These validation issues looks like:
LogValkyrieValidation: Error: [16] Found disallowed object type /CRD_PlayerSpawn/Materials/M_EnemyRangeVisualization.M_EnemeyRangeVisualization
LogValkyrieValidation: Error: [16] Found disallowed object type /Game/Creative/Devices/Common/Audio/AudioPlayer_Unit_Sphere_14segs.AudioPlayer_Unit_Sphere_14segs
LogValkyrieValidation: Error: [16] Found disallowed object type /Game/Creative/Devices/Common/Audio/Materials/M_AudioPlayer_Attenuation_Min.M_AudioPlayer_Attenuation_Min
LogValkyrieSummary: Project MyProjectD failed to update
Some of these validation errors are false positives and occur when changing properties on supported Devices. The validation errors sometimes occur on included creative assets or assets that comply with validation rules.
The output log will give you two vital pieces of information to help you find the offending actors. First, it will give you a list of all files that have invalid content in them (either an actor or asset). Then, it will give you the name of the invalid content (an asset type, class, or Fortnite asset). If the log shows you gibberish for the asset name, such as Content/S3/UT/I083BZ4FFN2.uasset, all you need to do is paste the I083BZ4FFN2 string into the Outlinerās search box to see what actor is causing problems.
Once you find the actor, there are a few ways to resolve its validation issues:.
- Delete the offending actors that are indicted in the output log.
- If the offending object is a device, you can revert some of the device settings until the project validates correctly.
- Wait until a future release where we can resolve the validation issue
These issues are being looked into actively. Please report any validation issues you encounter and we will look into them. In a future release we are adding more reporting analytics that will enable us to catch validation errors.
What are validation errors?
- Content Validation serves two purposes:
- It is a declaration from Epic that any projects that pass validation will continue to work without requiring updates from creators, even as new versions of Fortnite are released.
- It provides a necessary layer of security to ensure that malicious users canāt take advantage of potential vulnerabilities.
It was working and then I ran into this issue. Why is this happening?
- An asset picker property was updated and now points to a disallowed Fortnite asset, and a different asset needs to be chosen.
- An asset has a reference to an old plugin that it was migrated from (UE5 for example). Make a tiny change to the asset to cause it to be marked as modified, then resave the modified asset.
- A material has an invalid material function in it, and the function needs to be either removed or recreated within the project.
- An entire asset type is disallowed due to importing it from outside of UEFN. The asset must be removed.
- A specific Niagara system, Control Rig, Device, or other asset is disallowed. In many cases, this is due to certain properties that may not be valid, such as certain properties on Emitter nodes. Removing, disabling, or changing these properties can sometimes resolve validation issues.
- For old imported creative islands, you may have old versions of devices that need to be manually converted to newer versions of the device.
- For old levels that fail because theyāre referencing a level blueprint or base map, you may need to create a new level and copy data from the old one.
- When dragging in an asset from Fab, the placeholder sphere used to mark the location where the real asset will be added was not removed from the scene automatically. These placeholder spheres can be safely removed.