Failed to load something, when opening unreal engine 4

Every time I open unreal engine 4 I get the same error. I don’t understand did I deleted something or how can I help with this? Could it give me error in games?

Failed to load /Engine/MapTemplates/SM_Template_Map_Floor.SM_Template_Map_Floor Referenced by StaticMeshComponent0

You need to check the ref to the static mesh in the content browser

Is this in a specific project or how to do it exactly? Some of my projects are only empty if any files.

Click the right hand end of the error. It will take you to the mesh, which will look like nothing. But then it will exist in the world outliner, and you remove it there ( and save the map ).

Actually this happens before I open a level. If I open a level the error message disappears. If I click on the left browse link nothing happens. After this or in a new try when I click on the right browse link I get crash

diagnostics:

LoginId:839c8fa544842deca141799b2fad8988
EpicAccountId:d0c30d8adadc46b2b5a5d6ec730e2f52

Assertion failed: IsValid() [File:D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Templates/SharedPointer.h] [Line: 890]

UE4Editor_Core
UE4Editor_Core
UE4Editor_LevelEditor
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_UnrealEd
UE4Editor_MessageLog
UE4Editor_MessageLog
UE4Editor_MessageLog
UE4Editor_MessageLog
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_ApplicationCore
UE4Editor_ApplicationCore
UE4Editor_ApplicationCore
UE4Editor_ApplicationCore
user32
user32
UE4Editor_ApplicationCore
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll

It sounds like you need to verify the engine. You’ve deleted some crucial components.

image

2 Likes

I updated and verified, magic ^^

1 Like

Sometimes this happens when you migrate over an asset from another project and it’s referencing something that’s not available in the current project. In my case, the audio files that I migrated were referencing attenuation files that no longer existed, and a widget was referencing a character class that although it was named the same, was a completely different class. As others said, click on the link of the object named on the right and it will take you there in the content browser. If it doesn’t (sometimes it doesn’t find blueprints), then you can hover over the link and it will tell you the directory it is in. Basically, the file on the left is the one that’s missing or has issues, and the one on the right is what is referencing said file.

For future answer seekers, I’ve explained why this happens and how to debug it over here.

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In my case it’s a data table that references a sequencer cinematic. The data table doesn’t even include that type of file. How is this possible?

Sometimes references in UE confuse me. Likely there’s an actor in the Sequencer that uses the data table and this is how they’re connected. You can right-click on any asset and choose Reference Viewer to see everything the actor is connected to.