Cannot create SoftObjectPath with short package name 'False'

So I’m trying package my project for testing and I keep getting this error.

UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogOutputDevice: Error: Ensure condition failed: !FPackageName::IsShortPackageName(Path) [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/SoftObjectPath.cpp] [Line: 79]
UATHelper: Packaging (Windows (64-bit)):   LogInit: Display: LogOutputDevice: Error: Cannot create SoftObjectPath with short package name 'False'! You must pass in fully qualified package names

I have absolutely no Idea what could even be the problem. A google search seems to suggest that it could be related to Blueprint Enumeration and Structures, However, it is specifically for this reason that I am defining Enumerations and Structures in C++.

Any progress on this? We have the same issue. I’ve managed to localize it to the content of a specific map. Excluding that map and everything can be built. But that’s all I got.

We had the same issue. After doing some debugging we managed to find the cause in our case. The issue was something to do with the variables in a blueprint. Deleting all of them and recreating them somehow solved the issue.

This is how we found the offending blueprint:
In Edit → Project Settings → Packaging
Add each one of your maps one at a time to List of maps to include in a target build. This is to narrow down what level has the offending blueprint.

After we found the map, we created a new level and added everything from that map one at a time. Eventually, the packaging failed. So now we have the blueprint.

Going through the blueprint we found the blueprint variables caused the issue.

Unfortunately, I can’t provide any actual reason for why this happened. Something probably went wrong when the variables by added, or something. Seems like an unreal-level bug. We had the issue early, so only 3-4 blueprints to go through. If your project is bigger… well…

usually my structs cause corruption of variables and files (I used to use nested structs), but it can be several things.

I had a similar issue but the name was “NoneNoneNone”. I was able to find some offenders by:

  • Filter the Content Browser by, Blueprints, Anim Blueprints, Widget Blueprints
  • Select all
  • Right Click, Asset Actions → Bulk Export
  • Use a text searcher (I use Agent Ransack)
  • Search all files for “NoneNoneNone”

The file searcher shows the variable that has this value. Typically can be fixed by changing/clearing the default value on that variable.

This is caused by duplicating a variable, then changing its type.

I’m having the same issue, doing the search in the files locates the problem variable.

The problem I’m having is that once I delete that variable and replace it, the same problem jumps to another variable in that same BP.

Has anyone else seen this?

The easiest way I’ve found to trace it is to run the engine with a debugger, it should break on that error - open the call stack and go all the way to CopyTermDefaultsToDefaultObject, there check the variable DefaultObject. It should contain the name of the corrupted file