Cant save asset as unreal only partially loaded it

Warning Asset ‘XXXXXX asset’ cannot be saved as it has only been partially loaded

I dont understand
Why would unreal only partially loaded an asset… what does that even mean ?

Hey ,

Do you know which asset is causing this issue? Would you mind providing a test asset that causes issue so we can take a look at it? Thanks!

Hi, erm it wasnt any asset in particular it seems im afraid

I closed program down, and when I rebooted everything seemed fine…
Not sure what would have caused it/fixed it

I’m not certain either. Please let us know if it happens again, and maybe we can narrow cause down. Thanks!

I am having same issue now. Here is how it started,

  1. –first I was editing a class blueprint when editor crashed

  2. And then I reopened editor and it asked me if I wanted to recover
    last open asset.

  3. I selected yes, but it failed to recover anyway,

  4. Now when I open class print to edit stuff and save it, it
    say that "Warning Asset

    ‘D:/Work/TwoPlayer/Content/Blueprints/BP_AI_Pawn.uasset’
    cannot be saved as it has only been
    partially loaded"

PS: I lost all my work and had to restart unreal editor again to fix it.

Hey gameme,

Thank you for helping narrow down cause of issue. After restarting editor, do you still get that warning?

I’m able to reproduce this somewhat consistently in projects with Perforce source control. Since I’m using assembla, sessions don’t persist for more than 12 hours. If I open up an asset in UE4, modify and save it, then connect to source control and try to save it again, I get the “cannot be saved / partially loaded” message. only way to resolve this is to restart editor, discarding any changes. It appears that this only happens when I forget to immediately connect to source control upon opening a project.

Repro steps for me seem to be:

1.Have blueprint open

  1. Force quit or freeze editor

  2. Restart editor and click yes when asked if you want to recover assets

Hey ,

I tested this in 4.5 and didn’t encounter problem. I started a new project (Third Person BP template), opened MyCharacter Blueprint, and used Task Manager > End Task on engine. When I reopened project and chose to recover assets, BP opened as expected.

Are you in 4.5 or an earlier version of engine? You mention Force Quit… are you using a Mac? Does this happen in a new project or only your current project? And does it happen consistently? Thanks!

Hi ,

We haven’t heard back from you in a few days, so I’m going to mark this as resolved for tracking purposes. Please reopen with information requested above and we will continue investigating. Thanks!

, I can confirm that this is still an issue in 4.5.1 using Tortoise SVN.

Hi RAVaught,

Can you provide any additional details? Are your repro steps similar to 's, or to piinecone’s?

I know this is old, but I wanted to put my fix here for others. I had this issue when I made an asset then my editor crashed before it could save it. After relaunching editor and trying to remake asset I was given this message. Restarting editor etc didn’t fix this. As a note perforce is used with this project, but it didn’t end up being related to issue. I went into my folder where asset would be if it would let me create it and guess what it was there already, though it didn’t show up in editor. So I just deleted it and was able to remake in editor no issue. Hope this helps someone.

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Thanks mate that helped.

This also helped me and I’m not using Perforce.

Renaming asset from content browser also fixes this issue.

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This should be at top. Works everytime. Quick fix.Just rename.

Mine got into a bad state. When I rmb’d parent folder and selected "fix up redirectors, it would completely remove the .uasset. best solution was to rename object in content browser (just add a “B” or “02” to it). I suspect that after Perforce/Plastic checkin in made (or editor is closed and re-opened), then asset will allow to be renamed back to old name.

If anyone is having this issue in 2020, here’s what fixed it for me - I wasn’t able to save my level, builtdata.uasset was coming back as “unable to save due to partially loaded bla bla”. Removing all lights and newly-added actors didn’t help, neither did fiddling with lighting manually and clearing all bugs. But deleting levelbuiltdata.uasset and letting level build one from scratch seemed to work. So if you’re having this issue, you can try this sequence; 1. remove all lights from scene if you can 2. make sure absolutely no other assets are saved in your folders with same filename as asset you can’t save, ie. level file and builtdata file for me… if there are, rename/delete dupes 3. back up your builtdata.uasset file 4. delete it 5. rebuild level lighting

Pretty sure this all happened because editor crashed in middle of a light build.

Good luck

There are some cases where renaming asset is not ideal–like my previous comment suggests (if there are sequential variants which need to match some other assets of same variant names, for example). In that case, I RMB-ed asset>show in explorer (seems to only work for limited class types, like static meshes)>verified that file was not present as a local file in windows. Closing and restarting (redirectors were fixed and submitted to source control, before restarting) editor allowed me to add new asset.