Cannot create SoftObjectPath with short package name 'NoneNone'

LogOutputDevice: Error: === Handled ensure: ===
LogOutputDevice: Error: Ensure condition failed: !FPackageName::IsShortPackageName(Path) [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/SoftObjectPath.cpp] [Line: 79]
LogOutputDevice: Error: Cannot create SoftObjectPath with short package name ‘NoneNone’! You must pass in fully qualified package names
LogOutputDevice: Error: Stack:
LogOutputDevice: Error: [Callstack] 0x00007ffd3f0018a9 UE4Editor-CoreUObject.dll!DispatchCheckVerify >() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Misc\AssertionMacros.h:164]
LogOutputDevice: Error: [Callstack] 0x00007ffd3eed8b4c UE4Editor-CoreUObject.dll!FSoftObjectPath::SetPath() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\SoftObjectPath.cpp:79]
LogOutputDevice: Error: [Callstack] 0x00007ffd3ee515d9 UE4Editor-CoreUObject.dll!FObjectPropertyBase::FindImportedObject() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\PropertyBaseObject.cpp:432]
LogOutputDevice: Error: [Callstack] 0x00007ffd3ee60c59 UE4Editor-CoreUObject.dll!FObjectPropertyBase::ParseObjectPropertyValue() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\PropertyBaseObject.cpp:336]
LogOutputDevice: Error: [Callstack] 0x00007ffd3ee5cc16 UE4Editor-CoreUObject.dll!FObjectPropertyBase::ImportText_Internal() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\PropertyBaseObject.cpp:369]
LogOutputDevice: Error: [Callstack] 0x00007ffd3ee5cacf UE4Editor-CoreUObject.dll!FObjectProperty::ImportText_Internal() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\PropertyObject.cpp:142]
LogOutputDevice: Error: [Callstack] 0x00007ffd3eb154f8 UE4Editor-CoreUObject.dll!FProperty::ImportText() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Public\UObject\UnrealType.h:351]
LogOutputDevice: Error: [Callstack] 0x00007ffd39008068 UE4Editor-UnrealEd.dll!FBlueprintEditorUtils::PropertyValueFromString_Direct() [D:\Build++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\Kismet2\BlueprintEditorUtils.cpp:8775]
LogOutputDevice: Error: [Callstack] 0x00007ffd30ec38c5 UE4Editor-KismetCompiler.dll!FKismetCompilerContext::CopyTermDefaultsToDefaultObject() [D:\Build++UE4\Sync\Engine\Source\Editor\KismetCompiler\Private\KismetCompiler.cpp:1269]
LogOutputDevice: Error: [Callstack] 0x00007ffd30eeda88 UE4Editor-KismetCompiler.dll!FKismetCompilerContext::PropagateValuesToCDO() [D:\Build++UE4\Sync\Engine\Source\Editor\KismetCompiler\Private\KismetCompiler.cpp:1298]
LogOutputDevice: Error: [Callstack] 0x00007ffd36c07e1e UE4Editor-Kismet.dll!FBlueprintCompilationManagerImpl::ReinstanceBatch() [D:\Build++UE4\Sync\Engine\Source\Editor\Kismet\Private\BlueprintCompilationManager.cpp:2071]
LogOutputDevice: Error: [Callstack] 0x00007ffd36bb1282 UE4Editor-Kismet.dll!FBlueprintCompilationManagerImpl::FlushCompilationQueueImpl() [D:\Build++UE4\Sync\Engine\Source\Editor\Kismet\Private\BlueprintCompilationManager.cpp:1395]
LogOutputDevice: Error: [Callstack] 0x00007ffd36badfc3 UE4Editor-Kismet.dll!FBlueprintCompilationManager::FlushCompilationQueue() [D:\Build++UE4\Sync\Engine\Source\Editor\Kismet\Private\BlueprintCompilationManager.cpp:3070]
LogOutputDevice: Error: [Callstack] 0x00007ffd3eb42f80 UE4Editor-CoreUObject.dll!FScopedClassDependencyGather::~FScopedClassDependencyGather() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\Blueprint\BlueprintSupport.cpp:454]
LogOutputDevice: Error: [Callstack] 0x00007ffd3ed516fa UE4Editor-CoreUObject.dll!FLinkerLoad::CreateExport() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:4832]
LogOutputDevice: Error: [Callstack] 0x00007ffd3ed51bfb UE4Editor-CoreUObject.dll!FLinkerLoad::CreateExportAndPreload() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:3478]
LogOutputDevice: Error: [Callstack] 0x00007ffd3ed8a20c UE4Editor-CoreUObject.dll!FLinkerLoad::LoadAllObjects() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:3643]
LogOutputDevice: Error: [Callstack] 0x00007ffd3ef190d5 UE4Editor-CoreUObject.dll!LoadPackageInternal() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1343]
LogOutputDevice: Error: [Callstack] 0x00007ffd3ed442ad UE4Editor-CoreUObject.dll!::operator()() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:3029]

Having the same issue, did you find any solution?

yeh,it’s a engine BUG,some varibles in blueprint should be give a initial value.in my project , there is texture varible without initial value that cause the error

I just struggled with this issue all morning after not doing a build for a couple weeks was getting this exact error msg.

the problem for me was caused by a REF to an actor that was not set, the actor was a simple spline in my level the offending VAR was on a BP responsible for spawning enemies into the level, my problem was caused i guess by trying to set these actor object REF Vars at runtime, and leaving a blank one on the spawner BP, that i was setting in the actual level. after deleting the unset Variables the build worked just fine.

I’m not sure why. but it worked…After 3 hours of copy pasting in bps from an older backup, I was able to root out which BP was actually causing the issue. Huge pain in the ■■■ and basically a whole day wasted. wish they could at least tell you what BP in the error message so i didn’t have to throw things at the wall until something stuck.

anyways hope this saves someone some time. -Nofriendo

I got this solution from another discussion but I’ll reproduce it here. Get the software, “Notepad++”. Use the feature, “Search → Find in Files”. Search all the files in your project’s content directory for NoneNone and the BPs that appear are the problem. Try re-setting the variables in those BPs that point to assets.

Got something similar nasty with 4.26.1.

Cannot create SoftObjectPath with short package name 'NewEnumerator0'! You must pass in fully qualified package names

and

Connect: State is not None (StartConnecting), unable to start connecting!

This started after creating a new enum, even though the entries were renamed, and all related vars were checked it keep reporting above errors. Had to go back to a backup to fix this.

Thank you !!! It help me !

it helps me too :slight_smile: Thanks.

many thanks

If you do not exactly know variable that affect your problem. Just delete all variables in this blueprint and create new.
It helps me.

What exactly do you mean by “re-setting the variables that point to assets”?

It means deleting the variable and re-creating it. You can use the approach Pinok84 suggests, but you can also try to narrow down which one it is.

Your text editor may just say that the file is a binary, in which case a hex editor may help you find the “NoneNone”, in context to the variable name or type. It can be a bit tricky to interpret this, as uasset files aren’t super human readable. But generally you can look for the decoded text above/before the NoneNone. There might be some unreadable data in between, but you may recognize things like “Default”, “KismetSchema”, and eventually — hopefully — a variable name from your project.

Not having an initial value shouldn’t have to be a problem at that stage, should it? Especially because these might be values that can only really be set from a level, though I can see how changing the right default value could fix it. While I do consider it an engine bug (probably some kind of serialization bug), I think the problem lies in the difference between None and NoneNone; the latter being a result of the bug.

Just ran into this. Here’s a way to find which asset and property are causing the issue (tested in UE 4.26.2).

  1. Start packaging in Unreal (in our case, for Android)
  2. In Visual Studio, go to Debug → Attach To Process… and select UE4Editor-Cmd.exe. You might need to click Refresh - the timing is sensitive here.
  3. VS should automatically break once the packaging process hits the ensure failure.
  4. You’ll want to have the Unreal debug visualizers installed in VS to be able to view FStrings, etc., as well as the debug symbols for your editor version (e.g. in Epic Games Launcher if you’re running Epic’s editor build)
  5. The stack trace should tell you which asset and which property are causing the issue. In our case, it was a blueprint member variable of a Character blueprint - the variable type was a Montage. The class default value of this variable was supposedly set to None in the UE4 editor - to fix the issue, we change it to a random montage, saved and compiled the BP, then changed it back to None, saved and compiled.