Disallowed reference to /Script/Engine.LevelScriptBlueprint by my level file?

Summary

Disallowed reference to /Script/Engine.LevelScriptBlueprint. Referenced by: See below for asset list. Plugin mount point:/ROYALE001. NEWLINE>>>> /ROYALE001/ROYALE001. So i just converted my fortnite creative map intro uefn and there was no problem all devices converted all good but when i press Launch Session it keeps erroring into the /script/Engine.LevelSciptBlueprint. Please help me. The auto fix up did nothing.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Other

Steps to Reproduce

Press “Launch Session”

Expected Result

Error

Observed Result

Disallowed reference to /Script/Engine.LevelScriptBlueprint

Platform(s)

PC UEFN

Upload an image

iadadamage.png

hi all

UPDATE : My problems below fixed in 40.00

land Template created FNCPropHunt Project

In UEFN double clicked the FNCPropHunt icon which was converted and created correctly but had an error similar to Post 5

/FNCPropHunt/GeneratedLevels/DefaultHLODLayer Validating asset
/FNCPropHunt/GeneratedLevels/DefaultHLODLayer DefaultHLODLayer has an invalid name: Name cannot contain
Disallowed reference to /Script/Engine. LevelScriptBlueprint, Referenced by: See below for asset list, Plugin mount point:/FNCPropHunt.
/FNCPropHunt/FNCPropHunt

Deleted the “FNCPropHunt_DefaultHLODLayer” highlighted blue icon

Launched again and Validated then started session on Fortnite Mobile Android successfully

I can say I literally just expierenced the exact same issue. This is definitely a problem happening to more than one person…

I am experiencing this same bug today. There was a previous bug that would load an island as blank when converting from Creative to UEFN, which was fixed as of today. However, upon attempting to launch a session on an island I converted I am getting these same errors.

EDIT: My issue was resolved by deleting Level Loaders from the island.

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Thank you, we’ll get someone to take a look.

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@thomassts could we please get your island code if you’re still seeing this issue?

Hello,
I am having a validation problem on my UEFN project called Shadowz.

When I try to launch a session or upload the project, the validation fails with this error:

Disallowed reference to /Script/Engine.LevelScriptBlueprint, Referenced by: Content/Shadowz.umap

Because of this, my project cannot be updated or uploaded.

From what I understand, UEFN is detecting a forbidden reference inside my map file Shadowz.umap, possibly related to a Level Script Blueprint / Level Blueprint. I would like to know exactly what is causing this error and how I can remove or fix this reference properly.

I already checked the project settings, but the problem still remains.
The error appears during local source content validation before upload.

Could you please help me identify:

  1. what object or setting is creating this forbidden reference,

  2. how to remove it safely,

  3. and whether this issue can come from a converted or duplicated map.

Thank you in advance for your help.

Could we get your project ID please?

FORT-1052110 has been ‘Closed’. We’re unable to reproduce this issue.

hi All,

My problem is fixed in 40.00 and therefore hope everyone elses.

My project worked as well by using “Migrate/imoport into a new 40.00 blank project”

Whilst trying to import from standard UE5 engine got a lot of these blueprint errors they are place holders for HLOD and can be deleted using the Content Browser delete funcion.

DONT use Windows File Explorer as you will destroy your project.

Remember to zip up a backup of your project before deleting anything.

Just started getting this now, i tried to convert one of my 1.0 Islands into UEFN and no matter what i do, i can’t seem to get rid of this error.

Find it kinda silly how epic was “unable to reproduce this” when all it takes is converting an island. Doesn’t happen on any other projects i’ve made so far.

Hope this can get resolved sometime soon

hi @CalicoSuperCool

Have you Enabled Nanite Virtualized Geometry in Graphics Quality in your project because this is a blue print and cannot be converted. This is derived UE5 Standard blue print function Everything from UE5 standard engine has to be converted for UEFN.

The source code for this conversion UEFN is available publicly.

There is not any publish list except to say that ALL blueprint need to be converted to UEFN

i haven’t bothered trying to fix it in the original project since i made my post, i just copied the entire map into a blank project & so far it’s worked perfectly fine after doing so

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