Changelist validation error: FPathExistence failed to gather correct capitalization from disk

Hi,

We are getting a numerous instances of ``FPathExistence failed to gather correct capitalization from disk`` warnings.

Example:

LogAssetRegistry: Warning: FPathExistence failed to gather correct capitalization from disk for C:/Unreal/PluginsDev/5.7/BBF_Rig/Content/Structures/F_TrainWheel.uasset, because GetFilenameOnDisk returned non-matching filename 'D:/Unreal/PluginsDev/5.7/BBF_Rig/Content/Structures/F_TrainWheel.uasset'.
 
LogAssetRegistry: Warning: FPathExistence failed to gather correct capitalization from disk for C:/Unreal/PluginsDev/5.7/BBF_Rig/Content/EditorUtilities/Pickers/BBF_PCK_Generic.uasset, because GetFilenameOnDisk returned non-matching filename 'D:/Unreal/PluginsDev/5.7/BBF_Rig/Content/EditorUtilities/Pickers/BBF_PCK_Generic.uasset'.
 
LogAssetRegistry: Warning: FPathExistence failed to gather correct capitalization from disk for C:/Unreal/PluginsDev/5.7/BBF_Rig/Content/EditorUtilities/Pickers/Textures/marquee_material.uasset, because GetFilenameOnDisk returned non-matching filename 'D:/Unreal/PluginsDev/5.7/BBF_Rig/Content/EditorUtilities/Pickers/Textures/marquee_material.uasset'.
 
LogAssetRegistry: Warning: FPathExistence failed to gather correct capitalization from disk for C:/Unreal/PluginsDev/5.7/BBF_Rig/Content/EditorUtilities/Pickers/Textures/marquee_slate_brush.uasset, because GetFilenameOnDisk returned non-matching filename 'D:/Unreal/PluginsDev/5.7/BBF_Rig/Content/EditorUtilities/Pickers/Textures/marquee_slate_brush.uasset'.
 
LogAssetRegistry: Warning: FPathExistence failed to gather correct capitalization from disk for C:/Unreal/PluginsDev/5.7/BBF_Rig/Content/Modules/Train/MOD_Train_v1-0-0.uasset, because GetFilenameOnDisk returned non-matching filename 'D:/Unreal/PluginsDev/5.7/BBF_Rig/Content/Modules/Train/MOD_Train_v1-0-0.uasset'.

While most of them are simply warnings in the Output Log, which we can ignore, some of them actually prevent artists from checking in the files. The changelist validation flags them as errors. Artists had to resolve to checking in externally - using P4V.

Please find a screengrab attached.

We understand that this is happening due to the use of a symlink (in our case files live in D:\Unreal, which we map to C:\Unreal).

I also found this EPS ticket: [Content removed]

The response was, that it’s not a priority to be solved. However if it’s anything above just a warning and prevents files from being checked in it starts to have an impact on artists work.

Is there a chance to prioritize this issue and provide a full support for symlinks, to avoid this issue?

Regards,

Juliusz

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Steps to Reproduce
Use symlink for the Unreal Project files.

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Done, we were able to get to it in 5.8. It should be easy to cherrypick into 5.7.

1c657152fab678b9bc108dd89eb5418507a80fe5 aka CL 48758150 Asset registry should handle junctions better

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Hi - thanks for getting back on this one and providing a link. Great to hear this had been addressed!

We’ll have a look at it to see what’s the best way of integrating it into our custom build.

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