Hello brothers, I do not speak English well and I hope you understand me
I have a very long thing in Creative and I cannot delete it because I extracted it from UEFN and the problem is this thing does not appear for me in UEFN, it only appears in Creative and it causes me a problem and I cannot select it.
What coud have happened, is you remove it from UEFN, but OneDrive restores it, its not in the UEFN anymore because the changelist has taken it out, but gets loaded into Creative.
OneDrive is known to restore deleted content.
You need to take your Projects folder out of OneDrive control even if this is not the issue
The other possibility is you have deleted it from UEFN, but for some reason its still in the HLOD layer
This can happen with custom Content
To test if its a HLOD issue, make a new HLOD Layer then in World Settings replace the Default HLOD Layer slots, with the new HLOD Layer.
Don’t build HLODs, just close the Fortnite and relaunch.
If it is there, it is not HLODs
If its not there, then keep using the new HLOD layer and build HLODs
To possibly fix it if its a OneDrive issue.
In UEFN use the Editor Preferences to add a location for your new Fortnite Projects outside of OneDrive, like C:\Fortnite Projects.
Close UEFN
Move the projects from your User/Documents/Fortnite Projects to the new Fortnite Projects folder
Except this project with the issue, Move it somewhere else, so it can’t be found by UEFN.
Open UEFN and download your latest Check-in from URC.
It will go into a clean empty folder.
Moving your project folders to the new location will take them out of OneDrive control, they should be safe.
Check-in Changes saves an online backup of them anyway
The problem project, if you move it somewhere to temporarily hold it, it takes any possible corrupted files with it, ie hopefully the problem object.
If it all works out, afterwards you can delete this folder
In the rare event it all goes wrong, you can move the folder into the new location
When you log into UEFN it will show a download icon on any maps you have that aren’t on your PC.
Not finding your problem project, it will download the project how it was on your last Check In into a newly created folder.
If you’ve published this island already, your public island code will never change.
But every time you do a memory test or make a private upload it generates a new private map code, the currently active map, will have its own private map code, but be known to the public by your main island code.
No it won’t change the map code that the public will see
OK, lets find it, maybe its there but invisible in UEFN
Where did it come from ? modelling mode ?
Is there still a mesh or the material it uses in the Content Browser ?
You can Right Click on them and Asset Action > Select All Actors using this Asset
Was it always that size ? I’m wondering if its a XYZ to LUR issue
The 3 dots next to the Launch Session, has Validate Project, if you run that, it might come up as a red error, or hopefully at least a yellow warning about its size and shadow impacting performance.
If you double click on an underlined asset name, it will select that asset.