Summary
Every time I try to launch an edit session for a game I’m making, I get hit with a cook error that claims that asset validation is to blame. If anyone wants to help me, here’s the relevant bit from the output log:
This only happens when trying to play. I don’t get an error from clicking “Validate Project”, and I can’t see anything useful in the output log. I’ve had this problem for months, and while the environment for my game is essentially in its final form, I have no way of testing basic gameplay like player spawning, quests, or looting.
I’m completely in the dark on this one. I’ve removed basically every custom asset, the only ones left are building pieces and my main landscape material.
Before I try starting again in a new project, I want to try saving this one. Anybody got any ideas??
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Live Edit
Steps to Reproduce
Launch Session
Expected Result
Session Launches
Observed Result
Platform cook error, session disconnects
Platform(s)
PC
Island Code
NA
Are you using World Streaming ?
Yes, sorry for the late response
OK lets test the HLOD layer, make a new Miscellaneous>HLOD Layer in the Content Browser and then drag it into the Default HLOD slot(s) in World Settings.
Don’t build HLOD yet, just try to launch and see if that works
Are you checking in changes with URC and making snapshots ?
Can you restore any of the content you have deleted, see if we can get it working at its most complete snapshot
I am using URC and I have a snapshot from right before I started the asset purge. I’ve replaced the HLOD layer (now under World and not Misc btw) and the session is “loading”. No red lines in the Output Log yet and I’m not in-game yet
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Update: Failed with the same error
Well, at least we know its not a HLOD issue.
Next test the World Streaming issue by unchecking World Streaming in World Settings then test.
If that fails then we can rule out world streaming as the issue and look at the actors.
the only useful bit in the output log is when it says asset validation error. But just as useful as saying what we are looking for in the haystack is a toothpick.
In the message log after Validate Project, did you check all sections ?
Did you have any devices left when you removed stuff ?, check they don’t have any broken references in the functions.
With the landscape and devices did you modify any spatially loaded settings ?
Do you have any actors attached to other actors ?
There are rogue props that don’t validate and will stop a launch, like the western windmill used to.
You may be able to bulk select props and right click validate or fix validate, whether it identifies an issue and/or validation fix works, hopefully it can help identify problem actors that need deleting.
You can also do a half, half, half search make a series of snapshots where you delete half the props at a time and test, zeroing in on the problem.
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So far I’ve gone building by building, validating everything individually, and that doesn’t throw any errors but I did notice some things like disallowed floor loot spawns that fly completely under the validator’s radar for some reason so I replaced all of them with valid things.
The only devices present are a player spawn pad with no events, a couple of vehicle spawners also with no events, some speakers with ambient music without events, the island settings, and a lumen exposure manager.
As far as new developments are concerned, I disabled world streaming and got hit with an out of memory error instead of a validation error. If it helps, I’ve got slightly over 65k actors in the world. Here’s the specific text “errors.com.epicgames.cookplugin.cookfailureoutofmemory”
tried launching with streaming enabled again and it threw a validation error again 
Oh yes 65k at once… I guess that test is out of the question… unless the memory failure is on your end because it’s out of virtual memory
How’s your PC’s virtual memory, check it out, the recommended is 32Gb, but that’s for an average map, if I were you I would crank it up as big as possible, go for more than 128Gb if possible, put in a seperate hard drive if you have a spare one and use it just for the virtual memory paging file.
I have a seperate SSD using 160Gb, which has made my 35k map workable on my old PC.
Also trying to remember which props have been posted about having validation issues… doing a forum search brings up everything else… things in the frog temple was the last one I can remember.
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