This is from an inventory and build system that i made in one project and moved over
It was from a satisfactory tutorial i was following through which the Player was a child of FirstPerson
When i did the migrate i deliberately made sure it was unselected and copied over the Bp nodes to the Character in the actual project and re set up the nodes that used to ref SatisfactoryCharacter
The only thing i can think to try is to make a “Fake” SatisfactoryCharacter and add a print string or something to compile Fix up redirectors and Delete having to then check its not referenced by anything and delete
I’m a little tired of fighting the references rn but ill try the above later after backup and see
So the question here is… is there a simple way to tell it it doesn’t need something that was never imported in the first place
best idea i found searching around the internet was there’s pointers that are a bit weird somewhere in the engine source code that makes things like this happen
As i never imported this asset and quite literally unticked the box on the Migrate i consider this to be a bug as i told it No
The behavior should be something like this in this case double hence bug/presumably unintended behavior
Seems to have been a “problem” for awhile surfacing in many different ways
hi,what is the character mesh 0?
I had met several times the similar situation.it was because I moved some BPs or assets and forgot to click fix redirector, or after I changed a file name. I ended up just deleted the problematic assets .
better to backup the project before deleting.sometimes it causes the entire folder broken…
I keep 10 backups of the whole project Unreal has destroyed my project to unrecoverable states many times i lose at most a day to half a day of progress now and can just look at my changelog to see what i did to redo it, does it take almost 600gb for one project to do this yes… do i sleep soundly at night knowing i can go back nearly a week or step back to a major change easily you betcha
I’ll certainly be trying to delete it or try the only other method that i know of that may work
My project has also broken many times. the worst case was that when I opened a certain folder,the editor crashed immediately. I had to delete that folder from local disk. lose several class. but it worked,never crashes again.so saved.
and then I learned whenever something wrong I just delete it.
There’s a tool called Reference Viewer as well that’s semi helpful for delete operations i’ve practically made it a habit to check it first before deleting anything
that being said ive also stared at BP so long that ive tried to pan around the desktop and in File Explorer tried to also do UE stuff like fix redirectors or open reference viewer
Can’t even tell you how many times i try to do Ctrl+Space and nothing happens on windows lol
A wise man named ClockWorkOcean once told me
This has helped me avoid a substantial amount of WTF moments
… yeah I know that.but isn’t we’re experiencing the moment right now ? it doesn’t work at the moment, it says something doesn’t exist are referencing the mesh.so I guess the mesh is problematic
It does work though it’s just a complaining type error to me
I’d imagine in the engine code it should have checked "is any BP or C++ file using this asset, no ask user wanna delete or replace this or It’s required for some reason tell the user “You need to import this asset also or references will be broken” "
which is why im confused and want to even further my understanding of what’s going on with references when the file should have never been referenced in the first place i know unreal is quite quirky and you can easily lose entire projects from doing some basic things
The mesh is certainly problematic
But one doesn’t exist in the context of final project that i moved it too ( SatisfactoryPlayer )
And neither had changes to the playermesh or even used them in BP nodes
The behavior is confusing
I’ll be trying that, provided it fails for some reason I’ll try
And provided that fails I’ll always have the backup i made before migrating because i knew unreal was like this and messes up on the backend somewhere
So all this to say i appreciate the discussion here and think i’ve answered all the questions you had so far
Didn’t mean to assume you were new/newer clearly you have 4x the solves i do and many more posts just wanted to provide such information in case someone stumbles on this years later
I’ll try the methods tomorrow before taking a break from UE i’ve gone sunrise to sunset 5 days in a row for varying reasons and plan to take a bit of time away from UE to do other things
Cheers and sorry for the catch all reply and goodnight
Ahh…I didn’t mean anything aggressive.i apologize if I said something wrong?i always wanna be polite but my English is limited,if I said something strange it must not be my original thoughts.I’m not a native.
This is true for sure .I’m relatively new at the moment,but I still have some personal experiences.so I think if anyone needs help I could share my few stuff.
I thought you were looking for a solution,so I come here to see if I can help a little.
looking forward if you by any chance solved it I could also pick something from it.
so here’s my thoughts:
the unreal isn’t a god,it made by human.bugs do exist and annoying.but it’s acceptable,and Im kind of used to it.
like,do you ever play with data tables?if you change it frequently.it tends to break the project.and the fix I found was pretty dumb and
ridiculous.
it’s almost equivalent of pressuring + A to fire a fire ball.so the bug fixes.it has a lot these kinds of things.
But they always can be solved by a certain ways.
so my experience is get used to it.
This is quickly becoming just a conversation. Which i am not against. I will try to use simpler phrases. And more punctuation on my english to help it better translate hopefully, also doing my best to leave out the words that may not exist or are combined in some languages
I am wondering if its not rude what is your primary language
I have tried the data tables and quickly move on to data assets instead, i have discovered for things that require no set of the variable, in other words read only that they have more performance potential
If you have the time to spare for occasional communications in direct message on fourms direct message.
i would love to do so i have no people in my circle that understand. My excitment for unreal engine, as most of my friend try to politely care, but do not understand.
I tell them example. I discover how to use splines and show them the work, the response usually wow nice conveyors. Or “so its a curved line with texture?”
Glad we understand neither of us is mad but only trying to be respectful.
My assumption i had made you upset was beacuse people usually says “i know” in english without verbal cues to mean “yes i know that dont keep telling me more”
Hope this translates okay to your language your communications certainly come through okay and the only problem so to say came from my assumption
Ill send you message and will not be disapointed if you do not have time or want to communicate further to learn from each other some skill
To anyone with a similar issue i got it to go away here are the steps i did
i recreated the BP SatisfactoryPlayer
Open reference viewer it tells me A_Builds was referencing which was simply not true
Open A_builds and for good measure child of → A_Buildings added print string node didn’t even connect it and compile it, although you may have to if nothing else is going on in your BP
Remove print string
compile again
check reference viewer and refresh if still open
Referenced by nothing
Delete ( not force delete just delete ( this is important you want to be sure there are no references before you do this ) )
profit i mean success upon saving and opening the project again it’s gone
I still consider this buggy behavior or at least not wanted behavior
so more a request that @staff makes a change so it at least doesn’t point me to CharacterMesh0
as the reference was coming from A_Buildings which was not mentioned in the slightest in the provided error