How do I replace a reference that no longer exists?

I keep getting this error to when saving:

AssetCheck: Error: /Game/Blueprints/Weapons/Ranged/Ammo/BP_Arrow_01 Soft references /Game/Blueprints/Weapons/Ranged/Ammo/BP_Arrow_01_OLD which does not exist /Game/Blueprints/Weapons/Ranged/Ammo/BP_Arrow_01_OLD . (AssetValidator_AssetReferenceRestrictions)

When I look at the reference view it points to a “None” but I can confirm nothing in the Blueprint is referencing the non existent BP. I’ve tried using the “Update Directories” option but that doesn’t fix anything and I’ve tried the Asset Action → Replace References but when I select what assets to modify I can only select cancel, nothing else is selectable.

THe only thing I can think to do is to recreate the BP which I’ve done in the past, but it somehow soft referenced the once again none existent BP that was deleted before it was created.

How can I just break the reference and start to rebuild it or PURGE the old asset that has been deleted.

Also I can confirm it doesn’t exist in the folder directory either.

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Did you try Update Reference ? and if possible to go file explorer to manually delete the asset if it present.

Yeah, I did but that rarely actually does what Epic wants it to do. I’m pretty sure it was actually because that HDD was failing and causing inconsistent behaviour across the whole project. Replacing my HDD has solved a lot of issues.

Open your project directory and Delete the Intermediate and Binaries (if C++) folders. Then boot the project.

This tool can hopefully help you in the future finding references that behave strangely.

In this case you can for instance search a path and then see where it is referenced.

Hope it helps. More information in link.

https://www.fab.com/listings/1e59d399-8fe6-499d-a508-c871d00871a9

If a reference in Unreal Engine no longer exists, you need to replace or clean it depending on where it’s used.

Try these steps:

  • Open the asset or Blueprint that contains the broken reference

  • In the Details panel, look for “None” or “Invalid” fields and reassign the correct asset

  • If it’s a missing Blueprint variable, recompile first, then reassign

  • Use Reference Viewer to locate all assets still pointing to the broken reference

  • If it’s widespread, right-click the asset → Replace References… (if available)

  • For stubborn cases, use Fix Up Redirectors in Folder

Also check logs in Output Log—sometimes it tells you exactly which asset is broken.

Once replaced, save everything and restart the editor to clear cached references.