Critical TEDS Assertion Failure: "Another row has already been registered" locking Verse Asset Registry

Summary

My published project (TheBackroomsGunGame) is currently hard-locked by a persistent Assertion Failure in the Typed Element Database (TEDS). The error Another row has already been registered under key occurs specifically when interacting with migrated folders (MasterAssets, RankMaterials, RankModels), while other project folders remain unaffected.

This registry collision prevents Verse from generating its asset digest, resulting in global Error 3506 (Unknown identifier). I have already cleared all local and global caches (%LOCALAPPDATA%, Intermediate, Saved) and performed a fresh project download from the URC Cloud Hub, but the corruption persists, suggesting a server-side or manifest-level registry lock tied to this specific Island.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Stability

Steps to Reproduce

  1. Open the project TheBackroomsGunGame.

  2. Attempt to interact (rename, move, or build Verse) with the specific folders: MasterAssets, RankMaterials, or RankModels.

  3. The editor immediately triggers an ā€œAssertion Failedā€ error: Another row has already been registered under key…

Note: Renaming any other project folder (not related to the migrated assets) works correctly and does not trigger the error.

Expected Result

The Asset Registry should allow modification and indexing of all project folders. Verse should recognize these folders as valid modules.

Observed Result

A specific registry collision occurs only with the migrated folders (MasterAssets, RankMaterials, RankModels). The logs show a TEDS collision:
Assertion Failed: Another row has already been registered under key ā€˜/TheBackroomsGunGame/[FolderName]/…’.
This specific lock prevents Verse from generating the digest for these modules, resulting in persistent 3506: Unknown identifier errors.

Platform(s)

PC / Windows

Island Code

9587-5263-2775

Additional Notes

I have isolated the issue to these specific folder names. I have already attempted:

Targeted Troubleshooting: If I rename unrelated folders, the editor works fine. The crash only happens with the folders required for the Rank System.

Manual Code Cleanup: Removed all manual module: definitions.

Cache Clearance: Deleted %LOCALAPPDATA%/UnrealEditorFortnite/ and project-level Intermediate/Saved folders.

Fix Up Redirectors: Ran the tool on the root and subfolders with no success.

Fresh Download: Deleted the local project and re-downloaded from URC Cloud. The specific registry lock on these three folder names reappears instantly.

It appears the TEDS (Typed Element Database) has ā€œghostā€ entries for these specific paths in the cloud manifest of this Island ID. I need a manual reset of the Asset Registry keys for MasterAssets, RankMaterials, and RankModels.

CRITICAL UPDATE: I have confirmed this is a global project failure, not asset-specific. Even adding a brand-new folder and a simple Verse script triggers the same ā€˜Unknown identifier’ error. The Asset Registry is completely unable to register new paths due to the Assertion Failed: Another row has already been registered error. The project is in a permanent deadlock where no new Verse modules can be recognized."

hi @AlexmaxFP ,

My experience is an INDIE DEV, so you try these potential answer at your own risk.

The island plays on Fortnite PC Windows 11.

My UEFN works on my Published Project

Therefore look at the changes in the Content , be careful deleting/changing as there is NO WAY back and you published version lives here in

UEFN - Content Service

First try Archiving Project

Then try restoring back from Archiving.

Examine the Verse check for any corruption moving to Verse menu

Export the Verse, then if you are sure the delete, then import the data.

Just be careful because this is where your published version lives.

If this does not fix this then vote this up and hopefully Epic Support will help

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I’ve tried all the steps you suggested: Archiving the project, restoring it, and even a full manual clean of the local cache and Verse folders. It still doesn’t work.

This map has NEVER had a single line of Verse code in any published version. I am implementing Verse for the first time in this island now. There is no ā€˜legacy’ Verse code or published Verse logic that could be causing a conflict.

The URC/Asset Registry is behaving as if the primary Verse path is occupied or corrupted, even though the island was originally built and published without Verse.

hi @AlexmaxFP ,

There is something complex beyond my skill, Vote up in Top right and hopefully someone might have seen this

1 Like

I don’t know if this is the same exact error, but I can reproduce an ā€œAnother Row has already been registeredā€ error in about 8 steps, as I’ve done it three or four times on my map I’m working on, and I just did it on a test map in 2 minutes. This happens on HUD message devices as well as NPC spawners.

  1. Create Grid level, I used one from the star wars brand templates.

  2. Drag in an NPC spawner.

  3. Create an NPC definition.(I went with the default name)

  4. Reference that new npc definition in the NPC spawner.

  5. [Crucial Part] Save the map.

  6. Select NPC spawner, Alt-drag to duplicate the npc spawner.

  7. Duplicate the npc definition, rename to the new definition to whatever.(I went with _02*)

8*.*[Fatal Part] Rename the initial NPC definition(I went with *_*03) which gives the error:

Ensure condition failed: bUpdatingAllowed || Row == Rows[Index] [File:Z:\UEVFS\Root\Engine\Plugins\Experimental\EditorDataStorage\Source\TedsCore\Private\TypedElementDatabaseIndexTable.cpp] [Line: 493]
Another row has already been registered under key ā€˜/test_05/NewNPCCharacterDefinition_03.NewNPCCharacterDefinition_03’.
Stack:
0x00007fff6e3ac7b8 UnrealEditorFortnite-Engine-Win64-Shipping.dll!UnknownFunction
0x00007fff643ca3ee UnrealEditorFortnite-Engine-Win64-Shipping.dll!UnknownFunction
0x00007fff643c5ea8 UnrealEditorFortnite-Engine-Win64-Shipping.dll!UnknownFunction
0x00007fff64394b73 UnrealEditorFortnite-Engine-Win64-Shipping.dll!UnknownFunction
0x00007fff64411a8c UnrealEditorFortnite-Engine-Win64-Shipping.dll!UnknownFunction
0x00007fff6441392d UnrealEditorFortnite-Engine-Win64-Shipping.dll!UnknownFunction
0x00007fff6440fd7b UnrealEditorFortnite-Engine-Win64-Shipping.dll!UnknownFunction
0x00007fff6440935a UnrealEditorFortnite-Engine-Win64-Shipping.dll!UnknownFunction
0x00007fff50dc5c49 UnrealEditorFortnite-Engine-Win64-Shipping.dll!UnknownFunction
0x00007fff643a81c7 UnrealEditorFortnite-Engine-Win64-Shipping.dll!UnknownFunction
0x00007fff6439d33a UnrealEditorFortnite-Engine-Win64-Shipping.dll!UnknownFunction
0x00007fff52a6fe7c UnrealEditorFortnite-Engine-Win64-Shipping.dll!UnknownFunction
0x00007fff5bd8c225 UnrealEditorFortnite-Engine-Win64-Shipping.dll!UnknownFunction
0x00007fff5366334b UnrealEditorFortnite-Engine-Win64-Shipping.dll!UnknownFunction
0x00007fff52996a6e UnrealEditorFortnite-Engine-Win64-Shipping.dll!UnknownFunction
0x00007fff53a949e7 UnrealEditorFortnite-Engine-Win64-Shipping.dll!UnknownFunction
0x00007fff542f4396 UnrealEditorFortnite-Engine-Win64-Shipping.dll!UnknownFunction
0x00007fff4002d443 UnrealEditorFortnite-Common-Win64-Shipping.dll!UnknownFunction
0x00007ff7a748a013 UnrealEditorFortnite-Win64-Shipping.exe!UnknownFunction
0x00007ff7a747d62c UnrealEditorFortnite-Win64-Shipping.exe!UnknownFunction
0x00007ff7a747d6ba UnrealEditorFortnite-Win64-Shipping.exe!UnknownFunction
0x00007ff7a747fb4a UnrealEditorFortnite-Win64-Shipping.exe!UnknownFunction
0x00007ff7a748b404 UnrealEditorFortnite-Win64-Shipping.exe!UnknownFunction
0x00007ff7a748bed2 UnrealEditorFortnite-Win64-Shipping.exe!UnknownFunction
0x00007ff896a6e8d7 KERNEL32.DLL!UnknownFunction
0x00007ff898d0c48c ntdll.dll!UnknownFunction

1 Like

On a side note, does this brick the map? My island is unpublished, and I’ve spent about a week and a half working on it, am I cooked?

1 Like

hi @DeezyTheGreay ,

Thanks for that.

Please could you upload the log file UnrealEditorFortnite.log

from location

C:\Users\%USERNAME%\AppData\Local\UnrealEditorFortnite\Saved\Logs

paste into Windows File Explorer

When the crash occurred. There is a serious error in UEFN and the logs will allow Epic Support to find the reason for the crash. The full path is

C:\Users\%USERNAME%\AppData\Local\UnrealEditorFortnite\Saved\Logs\UnrealEditorFortnite.log

you can zip up the whole directory if you want instead

1 Like

Yes, as @Jimbohalo10 mentioned, we’ll need logs. Thank you!

Here ya go! I also noticed that if you delete a project you cannot reuse that project name, as the ā€œproject verse path is already takenā€. I didn’t want to post a picture because it has my creator code in it and I’m not sure if that’s allowed on the forums(I’d have to go back through the creator TOS).

UnrealEditorFortnite.log (1.7 MB)

1 Like

Hi

Thanks for the log the crash error is in the log near the bottom of the log.

Found some documentation on changing verse path and the path cannot be changed when made published.

When you have an island WITHOUT a Verse path published,

You don’t get the warning message you the you cannot change the Verse path after publishing

CANNOT ADD a path for the same problem of trying to change the current verse path.

When you have a Verse Path change you get a warning message and Epic Support have this article

How to fix the vpath_collision error when publishing a Fortnite island - Creator Programs Support

The error in the thread title is different to this error

I am referring to creating a new project in editor, deleting from file explorer, then trying to reuse the same title for a new project. I understand it’s different to titled thread however it may be linked because it seems verse is not being unhooked or deregistered on the back end.

Just to clarify, I am locked out of using test_02 through test_06 as new project names because the ā€œProject verse path is already takenā€ @fortnite.com. It may be a time related thing that gets cleaned up periodically, I am new to creating with UEFN, however I thought it may be relevant, and I can open a new ticket if needed.

To Reproduce:

  1. Open the launcher.

  2. Open Unreal Editor for Fortnite.

  3. Create New project.

  4. Use a name.

  5. Save and exit, return to UEFN main page with Recent Projects and Latest news.

  6. Right click on the project, show in explorer, then delete that project folder to remove it from the Recent Projects row and from being usable.

  7. Exit and return, noting the project was removed from selection.

  8. Create a new project, try to use the same name and receive the error in the picture.

Project verse path already taken

1 Like

Hi folks, the team is working on a fix for an upcoming release.

1 Like

FORT-1087322 has been ā€˜Closed’ as a duplicate of an existing known issue.