Cannot select certain assets since converting to 5.1

I don’t get this at all. Since converting my projects to 5.1 (from 5.0.3) I am unable to select certain assets in the properties of objects.

An example would be a texture that I cannot select (or drag into) as a texture parameter in a material (whilst other similar textures can be selected). I can, however, create a new material from the texture or physically drag it into a material’s blueprint (but not into the parameter), so there’s fundamentally nothing wrong with it.

Another example would be a skeletal mesh that I cannot select (or drag into) as the main mesh of a character (whilst other skeletal meshes can be selected). I can, however, add the skeletal mesh as a sub-component to the character.

It’s really infuriating, and I can’t see any logical reason why some assets would be affected whilst others are not. I’ve fixed up redirectors - no change. Really not sure what to do next, so if anybody has any inkling I would love to know what to do next!

Thanks
Scy

Hey there @Scytheria_Asurah! Are the assets themselves selectable via the dropdowns associated with their class?

Hi,

Yes, you can find them in the dropdowns, but selecting them does nothing. Dragging them into the slot also does nothing. No change to what is in the ‘slot’. Other assets in the same dropdown list work fine though. Comparing the properties of the ‘broken’ assets to those which work shows no obvious difference.

It’s a total mystery to me.

Scy

Sorry, meant to reply to you but did a general post instead.

That is… quite odd. So it’s specific to the asset and not asset types. Does this bug happen with all asset types?

Do you experience this bug on projects or assets created natively in 5.1 or only migrated?

Hmm, after you said ‘migrated’ I started wondering…

Assets created in the project - fine.
Assets imported (or dragged) into the project - fine.
Assets downloaded from the marketplace - fine.
Assets physically copy-pasted from one project’s contents folder to this one’s - fine.
Assets migrated from a project to this one - not fine.

I guess there’s something up with migration!

Scy

There’s been some oddness with migrations that have been hard to track. This one is entirely new. I couldn’t find any other instance of this specific issue. A recommendation that fixes a similar issue would be to back up the assets that are an issue, move them out of the project folder, save, restart, bring them back in.

Does making a copy of the material allow the copy to be used?

Are there any updates on this issue? I’m experiencing the same problem in 5.3. I’ve noticed it while trying to fill an animation montage variable in blueprints and in Niagara Editor when attempting to add a material to designated slot. I don’t think it is related to migrating assets since all of the assets that don’t work were added or created in this project while other assets that were migrated still work fine. I’m also having trouble with adding child-blueprints to character due to the same issue, they just won’t fill the slot and they are the only options that appear. Anything helps, I just need to wrap my head around things so i can move on lol.

@SupportiveEntity

Hey there @VisualNell! Welcome to the community! There haven’t been any updates from the threads I’ve been following. This issue is somewhat rare and hard to discern what triggers it.

Originally I was thinking something was up with content/asset indexing but that didn’t seem the case.

Let’s verify your issue is the same as the one in the post.

You mentioned the materials for Niagara particles, they actually have some material types that won’t appear in the selection due to incompatibilities, let’s verify by checking if any other static mesh can accept that material.

As for the BPs, are the child BPs direct class children under character? What nodes are you plugging it into? Have you compiled between trying to plug them in?

Hey @SupportiveEntity I’m sorry for the late response but thank you for taking the time to look into my issue.

When it comes to the materials, I can use the material with other static meshes. The material also shows up under the drop down in Niagara particles only it does not fill the slot. If the slot is empty, it remains empty when I choose the desired material. If another material that works is selected in the slot, it remains in the slot when I select the desired material. I’ve compared this material to other materials that work but I cannot find any differences that could cause this.

As for the BPs, I’m not sure exactly what you mean by direct children under character. The Bps are of Actor class. I would like to mention that this is something that was working before but recently broke when I created a new child class. I broke the others and even the parent class by trying to find out what happened that made the new child unacceptable. Now none of them are acceptable.

I tried creating new Bps and attaching them to a variable before adding any code but even new Bps are not acceptable.

Looking around the project for issues and I found the same issue happening with animation montages. This slot accepts all of my old montages that are either being used or just left over. Any new Montage i create do not work. There are no differences other than root motion in the animation sequences and I’ve tried changing this. There are also no differences in the montages.

Also, in my Niagara particles-fountain emitter’s-Particle update section, I’m trying to use the-Sub UVAnimation Module. When trying to clear the warning by selecting the sprite renderer, the default sprite renderer, I have the same issue happening. It just never fills the slot and it remains empty so the error never clears. This is the same sprite renderer that will not accept my material and these two are the first occurrences I noticed. Since then the BPs broke and I’m worried about the rest of the project.

For the BP variables specifically, is it looking for an actor or character? If the class you’re using derives from actor and it wants character that could be the issue there but it shouldn’t show as selectable in that case. If that’s not the case, sounds more like a possible bug that messed up a number of things during migration. On a fresh empty project can you recreate some of the issues? If so, could you upload that project? I’d like to take a look at it directly.

The Variable is a created BP_class, class reference (actor class) and is an Array type. The only selectable options are this same class and its child classes. It will not even accept the same class anymore. It’s a bit of work but I will try to recreate this in a new project and see if any issues are replicated. i haven’t noticed it in any of my other projects and they are running on 5.2. I would also like to mention that it occurred when upgrading my project to 5.3 in order to do some work on my landscape. Is this still considered migrating. Is changing engine version just a mass migration?

@SupportiveEntity Hello, sorry to bother you again but I noticed something a while back that could have caused this error. Thought it was only fair to share my findings for those that may run into a similar issue. While it is a bit embarrassing, I will admit that while creating a new project I found some assets in my library were not yet compatible with version 5.3. Some of these assets were of the affected in the previous project. I’m thinking that i could not use the materials, particle effects or BP classes in dropdowns due to something related to them not being compatible with version 5.3. Maybe do to assets attached to them (a mesh or material). I would assume that if it was not compatible it would not show up as an option, but i certainly had affected assets in my 5.3 project after upgrading yet these assets were not compatible when creating a 5.3 project from scratch. Hopefully this info helps anyone else having a similar problem.

The only thing i still have no idea about is when in the Niagara editor I couldn’t select the Sprite Renderer as the Renderer in the Sub UVAnimation Module.

It’s never a bother! I’m glad most of it’s been resolved by correcting those assets. Thanks for the update! As for the systems not accepting the proper sprite renderer, are any custom assets of the same type able to be applied?