Fab's Integrations for Unreal Engine 5 and UEFN are live

Hello I freshly installed epic games, and fab is missing even after refresh. What can I do?

I had this problem too (with the Fab plugin and other assets) and after searching for a few days I found out where was the problem.

Verify that you have “All” selected categories. In my case that was the problem, although I never used that dropdown in the past and I don’t know how I ended up not having “All” selected.

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When exporting any game project, this error appears due to FAB
LogClass: Error: BoolProperty FFabAssetMetadata::IsQuixel is not initialized properly. Module:Fab File:Private/FabBrowserApi.h
LogAutomationTest: Error: LogClass: BoolProperty FFabAssetMetadata::IsQuixel is not initialized properly. Module:Fab File:Private/FabBrowserApi.h [log]
PackagingResults: Error: Unknown Error

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With the install of 5.5 I also started getting this error:

LogClass: Error: BoolProperty FFabAssetMetadata::IsQuixel is not initialized properly. Module:Fab File:Private/FabBrowserApi.h
LogAutomationTest: Error: LogClass: BoolProperty FFabAssetMetadata::IsQuixel is not initialized properly. Module:Fab File:Private/FabBrowserApi.h

Any ideas?

Also getting same error as @MCASWAN and @Avetohol pasted above. Not sure where to go to fix this. Using Rider + 5.4.4.

wish they would sort this out! messing with my deadlines

deadlines that involve a brand new engine version? that’s a good one

I think 5.4 been out a while yeh! and thanks for answering the question! sorry you didnt, you just though a slagging was in order, what the hell do you know about anything i am working on!!!

For those of you encountering this issue, we’re aware of it and working on resolving it.

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:disappointed_relieved: :cry: :sob:

I’m experiencing the same issue. I’m using 5.4.4. I couldn’t solve it no matter what I tried.

@skfabby
If I may one request for the Fab plugin if It would be possible to expose something simillar to
OnDownloadCompleteDelegate from FabDownloader.cpp to C++ or even Blueprints? Currently this event is private.

Basicaly event that we can bind to when an asset gets downloaded. Many projects have specific folder structures and having this or simillar event exposed with at least the dowenload path would give us the possibility to manipulate the downloaded assets in a custom way (Move the files to specific project folder and fix references automatically)

Would you please ask the Fab Dev team about this?
Thank you.

Please allow Linux users to access Project and Plugin assets. We can add Content assets via the Fab plugin, but Projects and Plugins refer to a Vault link that does not work, since there is not yet a Vault or EGS launcher for Linux.

Even just providing a direct download for such assets when logged in would be nice!

LogClass: Error: BoolProperty FFabAssetMetadata::IsQuixel is not initialized properly. Module:Fab File:Private/FabBrowserApi.h
LogAutomationTest: Error: LogClass: BoolProperty FFabAssetMetadata::IsQuixel is not initialized properly. Module:Fab File:Private/FabBrowserApi.h [log]

785

Is it really this hard to fix this issue? It’s been months. Why do you release a feature without proper testing?

I just started seeing this and looking for a solution, has there been any updates on a resolution yet?

Updating the fab plugin has fixed it for me right now.

Hi there. It should resolve with @lilyomama 's solution of updating the plugin. If that doesn’t fix it, please let me know.

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Thank you, this worked for me.

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So i installed Fab ue Plugin on my engine, checked it in plugins in engine itself, but it still is nowhere to find( Is there any option to use megascans like it was on quixel bridge, or i can only download them and then manually add to my project?