“C:\Users\wonegero\Perforce\MDR_wonegero\MDR\Content\MDR\Character\Animation\PC\Male\1HS\MotionMatching_1HS\Database_1HS\MDR_1HS_PSD_Stand_Idles.uasset: Asset has been saved with empty engine version. The asset will be loaded but may be incompatible.”
Hello,
We are currently developing a project using Unreal Engine 5.5.4, and we frequently encounter the following warning when loading certain assets:
“Asset has been saved with empty engine version. The asset will be loaded but may be incompatible.”
We would like to understand the possible causes of this warning and how to resolve it safely and consistently across our project.
Our team’s development setup is as follows:
- Programmers are using a **source-built engine** from GitHub.
- Designers and artists are using the **Epic Games Launcher-installed engine**.
- Both setups are using the exact same engine version: **5.5.4**.
Given this mixed environment, we would like to ask:
1. Could the use of both source-built and launcher-installed engines cause engine version metadata to be omitted when assets are saved?
2. Are there any differences in how engine version information is written into `.uasset` files between the two engine types?
3. Would unifying the entire team on a single engine installation method (e.g., all launcher or all source-built) help prevent this issue? Or is there a recommended workflow for maintaining metadata consistency in mixed environments?
To resolve the warning, we attempted the following command-line operation:
Engine\Binaries\Win64\UnrealEditor-Cmd.exe PROJECT_PATH\MDR.uproject -run=ResavePackages -OnlyUnversioned -AutoCheckOutPackages -IgnoreChangeList -KeepPackageGUIDOnSave -PackageSubstring=/MDR/Content/PATH…
We would like to confirm whether this is the **recommended and proper method** for fixing this warning.
Additionally, we tried automating the process using **AutomationTest**, but during execution, the editor consumed excessive memory, eventually causing the process to freeze or crash.
Is AutomationTest an appropriate approach for this type of batch resave task, or are there more **memory-efficient workflows** you recommend for resaving large numbers of assets?
We would greatly appreciate your guidance.
Thank you!