Critical - UEFN - Auto-save doesn't work at all (with repro)

When the editor has the auto-save prompt and mentions it is saving, it will instead do nothing. There is a warning message that prompts to the log if you read the “output log” window.
UnrealEditorFortnite.log (2.0 MB)

To repro, place something in a project, wait for the autosave window to appear, let it save, then close the project. It will prompt you to save changes, even though auto-save should have done that.

Thank you for the report, the team is looking into this.

Yes, the auto save is making a backup in another folder, so it won’t overwrite changes to the current level in the content browser. It could be made to overwrite the level in the content browser, but then if some kind of revision control software is not being used, autosave might overwrite the only existing version with some changes that weren’t meant to be saved. So we just save a backup elsewhere and leave the original untouched until a manual save is performed.
Thanks.

1 Like

I understand. Then its more of a backup than an autosave, wording might get confusing for creators. Would love to maybe:

  • Have no autosave unless a single edit that is made on the project. This ensures an unwanted autosave does not override the wanted version.

  • “Recover” button, to open the last autosave
    blender_ksDB6Zumro

Where would that backup be so that i could recover my lost map thoughhhhhhhh