How should I modify virtualized assets? According to UE, virtualized assets should not be submitted to P4, but I need to modify the resources. I tried using VirtualizationTool to reverse the virtualization, but I encountered errors ,like this. How should I proceed?
LogVirtualizationTool: Display: Child Process-> LogVirtualizationTool: Error: The rehydration process failed with the following errors: LogVirtualizationTool: Display: Child Process-> LogVirtualizationTool: Error: ???E:/Games/engine/Dis/Content/Dis/BR/UI/Texture/T_UI_BG_BRMode_RarityBasic.uasset??? LogVirtualizationTool: Display: Child Process-> LogPackageName: Display: FPackageName: Mount point removed: ‘../../../Dis/Content/’ unmounted from ‘/Dis/’ LogVirtualizationTool: Display: Child Process-> LogVirtualizationTool: Error: Command ‘Rehydrate’ failed! LogVirtualizationTool: Display: Child Process-> LogVirtualizationTool: Error: UnrealVirtualizationTool ran with errors
There should be no difference when modifying an asset that has been virtualized to modifying a non-virtualized asset.
To use textures as an example, if you are modifying the texture’s properties such as say the brightness, then the virtualized payload will be pulled to your machine as needed and the texture compiled and the final output placed in your DDC.
If you need to change the actual pixel data you can re-import from the source over the top of the existing asset to have it replaced.
According to UE, virtualized assets should not be submitted to P4
Could you expand on what you mean by this? There is no restriction on submitting a virtualized asset’s package file into source control.
I tried using VirtualizationTool to reverse the virtualization, but I encountered errors
I am not sure why the tool is not displaying the error correctly, are you running with the -MinimalLogging cmdline switch by any chance?
If you go to E:/Games/engine/Dis/saved/logs directory you should see some UnrealVirtualizationTool log files there which may contain more information than you are seeing in the tools output. Try taking a look and see if there are further clues there.
The only thing that immediately jumps out at me is that you seem to have your project (Dis?) under an engine directory, is that the actual UE5 engine directory? We do not allow content under the engine to be virtualized as it would be problematic when trying to create releases.
We’d we’d normally expect to see under Engine/Content and Engine/Pugins/…//Content but I am wondering if one or more code paths are considering your project’s content to be “engine content” as it’s placed under the engine root rather than along side it.
If that is the UE5 engine directory try moving your project along side it like the following and see if that helps:
Thank you for your response. When performing a check-in, Unreal Engine attempts to virtualize assets. Assets that have already been virtualized will return false.
Engine\Source\Editor\SourceControlWindows\Private\SourceControlWindows.cpp