Failed to open map file. This is most likely because the map was saved with a newer version of the engine.
ill repeat that for you guys just encase you missed it the first time !!!
Failed to open map file. This is most likely because the map was saved with a newer version of the engine.
There is a project i am working on ,i have been working on it for 4 mouths now ,4 hours everyday so now that unreal engine 4 has come out i decided to redo it all.about 8 hours a day (i even hired someone to help). now as we all know that cost money and well time.
Now when i try open the project it get the lovely message (Failed to open map file. This is most likely because the map was saved with a newer version of the engine.) ok and well this message was designed to make people crawl on the floor,suck there thumb and cry ok.
More information on the problem.
*It only happens for that project,all the others work just fine.
for example. My_Project1 (working fine) , My_Project2 (working fine) Unforgiving Stars (NOT WORKING) ,My_Project3 (working fine)
*This error happend after i just restarted my PC
(turn off and back on)
*I have been working on this project as soon as Unreal Engine 4 came out
HAHA i found a fix if anyone is reading this in the Future
STEPS BELOW
1.close ue4
2.locate mydocument/unreal projects/(âyour project nameâ) for exaple my_project65/Saved/Backups
3.they sould be named by date .(just find the one with the most recent date) now wait
4.start ur4
5.open your project and click ok to the sad message
6.click file
7.open level
8.locate the backup file i told you to remmember and open it
9.and wala that works
10.if it doesnt then im sorry but i cant think of anything else but just message me cause i might have thought of a fix by the time you are reading this
Care to show how to set it up at all? Iâve been trying desperately to get ANY kind of version control functioning in any way.
Literally canât get anything to work. Itâs like bashing my head against a brick wall. Everyone has a different solution that either isnât viable or simply doesnât work.
And if you donât use version systems for your assets, make regular backups of them, like daily plus whenever you do dangerous things, and **never **update your project to a new engine version with your sole copy of the project.
I have my code in git and have a script to create 7zip files of my assets. I tried to setup Perforce for my assets but Im not intelligent enough to get that done.
Iâve gotten this stupid error message one too many times.
Hereâs usually what happens:
See that a new version of the engine is out (4.7.0) . Download the source code and build it!
Get the latest build from the Master branch on Github (which is more recent than the release version). The version.h is pushed to 4.8.0
Use this version without updating anything for several weeks.
Another version of the engine comes out (4.7.4) and we download it. It has more features!
I download and compile 4.7.4 engine source
Uh oh⌠the older unsynchronized version of 4.8.0 is behind version 4.7.4, but the engine thinks that all of our assets were built using 4.8.0. It pukes when it tries to load ânewerâ assets.
I go into the UE4 version.h file (\Engine\Source\Runtime\Launch\Resources\Version.h) within the engine source and change the version back to 4.8.0.
Does this work? No, of course not. That would be too easy.
Every asset file you create has the âObjectâ version encoded into the uasset binary. When the engine goes to load your uassets, it looks at this internal package value and compares it against the current engine package value. If there is a mismatch, you may be lucky enough to get an error. Or, it just doesnât show up in your content browser and you have no idea why.
So, you have to go into the ObjectVersion.h (\Engine\Source\Runtime\Core\Public\UObject\ObjectVersion.h) file and make sure that the enumeration values are up to date. Epic keeps an internal enum list of changelogs which it uses to figure out the package version for your assets. So, if your package version was 847 but the engine package value is 830, the engine will think that the package is newer and it refuses to load it. I just copy/paste the newest enum values (or just add some placeholders) to bump the engine value so that its higher than the package value. This lets your assets show up properly. However, of course, you need to be really careful about proper version control. This is a dirty hack and is prone to cause breakages if you donât know what youâre doing.
Wouldnât it be nice if UE4 just tried its best to load as many parts of a package or level and just throw warnings or errors for the bits which it doesnât recognize? If you resave, you get your data for the current engine package versionâŚ
Hey I have the same problem, but when you say the scene content is all folder of the startcontent? or all folder of the project? please let me know the location Andrew, Really thanks
hmm whwn i click file-open level then a window apears in which i cant locate to the saved folder i can only locate in the Content folder⌠please help