Disallowed Object Errors for Migrated Quixel Bridge Materials

Over the past few days, I have added various materials from Quixel Bridge to UEFN via UE5 migration. The material files that are made, when applied to different static meshes in UEFN, results in a disallowed object error whenever I try and launch a session.

Every QB material is imported as an instance, with a parent material that houses all of the nodes that’s used as a parent for multiple QB materials. The errors are pointing to an issue in the parent material, specifically due to the locations of the texture files being outside of the UEFN project (migration doesn’t seem to duplicate these, rather reference them).

It’s important to note that the textures are allowed when I make a new material using them, which means the issue is with the imported material and not the base textures.

My main questions are:

  • Is my assumption correct that this is due to files being referenced from outside of the UEFN project?

  • Is there a way to fix this so I can use the materials, or do I need to make the materials completely from scratch in UEFN using the QB textures?

Any help is appreciated! I can’t launch the game while using these mats, and it’d be a huge time saver if I didn’t have to make all the mats manually. Thanks!



Same issue, bumping it up

Hello, Bridge currently isn’t supported in UEFN and that’s why in the import process you’ll see these assets don’t exist. For UEFN they won’t exist because we don’t enable any assets from that plugin.

We do intend on having FAB as a replacement for any of the assets you might be using there and hopefully you can find what you are looking for there under the free Megascans assets. The team is working on adding the full library into FAB to make sure everything is covered.

What you might want to do for your current case though this is unsupported and might not work. Migrate the engine assets over into UEFN


In the content browser make sure that the engine content and plugin content is displayed before doing the migration. By default the engine content is not migrated but the user will now see and can select the engine (and engine plugin) assets. When selected they will also be migrated into the destination and the references will be remapped.