Honestly it’s actually a relief to see this post come up right now as I am having the same issue with Epics Data Storage throwing an error and stopping me from launching my game for testing. I literally just made a post about this asking for help around the same time you did.
That hopefully suggests it isn’t a problem on our end or anything broken that we caused, and more likely it’s Epic having internal issues.
The bad news is that means we probably can’t do anything about it at all and Epic could take ages to fix it, if they fix it at all. If there’s enough people with the same problem and everyone posts about it they should address the issue and fix it.
Good luck, and if you find a fix please let me know.
How did you know which asset it was? I have quite a few FAB assets so will I have to literally delete them one by one and see when it starts working again?
You can look for the part of string in the log… between module and version
That is the path for the asset and it could be used to search in the Content Browser.
This is not working for me. This happened randomly after moving the CaptureIconWidgetComponent of a capture zone. I have 2 different hash codes but when I search them up in the outliner, nothings pops up.
Look in the All folder for the hash reference, there you know the base name for the asset, search it in the outline, not with the hash, but with the asset name in the outline and delete it.
I fixed it, it was a verse device that decided to give that error after I built verse code. Yeah the hash code could help. In my case, I just started cutting things I’ve edited recently and found out it was that verse device, I deleted it, pushed changes and paste it again.
This is probably a problem where the Epic servers lose some files or get desyncronized with our project folder.