just lost a years worth of work....

I’m reporting a catastrophic failure in Unreal Engine 5.6 that resulted in the complete loss of over a year of work. This was not caused by user error, crash, or manual overwrite. Unreal silently erased multiple and files—none of which were open—without warning, without autosaves, and without any recovery path.

Technical Summary:

• Unreal Engine preloaded levels into memory without opening them in the viewport

• Phantom dirty flags were triggered—likely by plugin scans or internal indexing

• Autosave ignored these levels because they weren’t visibly active

• On shutdown, Unreal overwrote every level with blank 14 KB shells

• No backups were created. No autosaves exist for the affected maps. No rollback is possible

These were my main game levels. I did not open them. I did not modify them. Unreal did—and it erased them without consent. The autosave system failed to protect them. The shutdown routine destroyed them. And the engine provided no warning, no safeguard, and no trace.

This is not an isolated bug. It’s a systemic pipeline failure.

Unreal’s save logic allows phantom edits to trigger destructive overwrites. Its autosave system is blind to non-visible activity. Its shutdown behavior lacks atomic protection for critical assets. And its file handling offers no forensic trace when things go wrong.

Personal Impact:

I am a solo developer working in total isolation. I live with severe depression, anxiety, and trauma. I am housebound, living on support, and have battled addiction and grief for years. My projects—Titanic Historia and Historia Luminara—were not just creative outlets. They were lifelines. They helped me survive the loss of loved ones, the collapse of friendships, and multiple mental health crises.

Unreal Engine 5.6 erased a year of that work. Not through a crash. Not through a mistake.

Through silent overwrite behavior that ignored visibility, ignored autosave logic, and left no backups. I didn’t just lose files. I lost memories. I lost meaning. I lost the only thing keeping me tethered to hope.

This was my backup project. The original version had already been broken by Unreal 5.6. I wasn’t using complex systems—no Blueprints, no character controllers, no experimental features. I was simply building environments. And yet, Unreal purged every level. It makes no sense—unless this overwrite behavior is by design.

I once had 100 crashes in one day. “Access violations” and errors that made absolutely no sense. Unreal crashes for no reason. There’s no connection between them. Anything and everything can crash—using the sequencer? Crash. Opening a material? Crash. There’s no pattern. It’s chaos.

I’ve spent thousands on the asset store over the year. I put all my heart, loss, and grief into every part of my game world. I took the time and care to craft everything—every little detail. And Unreal 5.6 overrode all of it. Every single level. Gone.

My reconstruction of the RMS Titanic—all the decks—gone. Wiped. An empty map. Everything, gone.

And why does it feel like sabotage? Because the only levels affected were my work. All the demo levels, all the example content? Fine. My work? Gone. I appear to have one map left over.

I keep trying to tell myself, “No, Epic wouldn’t do that. They wouldn’t design a game engine that could do that.” And yet here we are.

The assets are fine. The merged assets are fine. But everything else—wiped out.

I can’t tell you how broken I am. There is no wording or reply you could ever give that can justify or excuse having my entire project wiped out.

Just now, I tried to migrate the only surviving map. Unreal crashed instantly. No warning. No error. No log. It simply shut itself off. This wasn’t a graceful failure—it was a silent exit. And it happened during the transfer of the last remaining piece of my project. The corruption isn’t isolated. It’s systemic. Even the fragments Unreal left behind aren’t safe. When only my levels are affected, when only my work is erased, when the engine crashes only on my content—it stops feeling like a coincidence.

you most likely won’t hear from me again.

dont think I can recover from this one.

and just to confirm, its done the exact same to my autosaves to.

what ever caused this has literally targetted every map and over written it with a blank canvass. When this what ever the hell it is, even does it to your autosaves, theres clearly something very wrong happening. none of these maps where even open or being edited and yet unreal has completely wiped every single one of them clean leaving a trail of 14kb files, autosaves an all.

for it to literally go for my work barring that one map, its a very targetted bug. every demo map, fine. its specificly gone for my maps and work.

Unreal 5.6 should not be able to over ride maps that aren’t even open or being used. this literally makes zero sense unless this is what Unreal does. ruins your work.

its honnestly deverstating to see it all snapped away.

Indeed - it is a tragic loss of a lot of hard work, but I’m sorry I have to say that it is not fair to blame Epic alone. Loss of ALL data - even backup - could have been prevented easily. As a seasoned, retired IT professional, I can only say: Let this be a lesson for everyone.

No matter what cause this - Unreal, a computer virus, a hack, a OS or hardware error - it is not relevant. It indeed is devastating, I have some issues with Unreal too, but there are measures you have to take to prevent any loss. I know it takes time and resources (disk or cloud space…) but it saved me several times. Both in my working career - and with Unreal too.

In fact, it is quite simple. You just have to follow a few steps to ensure your data is safe. I guess most professional users of Unreal - or their sysadmins - follow these basic principles. At least - I hope they do .

  1. ALWAYS create a FULL backup of your project regularly. As it is, as a zip file, or using a repository; that is not really relevant. you need a full backup as a base. Regular incremental backups are OK but once in a while, start with a fresh full backup.
  2. do NOT save the backup on the same disk as the project - or even the same computer. Use an external (removable) disk, another computer, NAS or cloud - any location that is not directly accessible as a (network) disk is OK. Reason: If you save it on the same disk as your projects and the disk fails, you loose both. If you save it on the same computer and that is compromised, you may loose both.
    If you have the ability to store your backup in another physical location, even better (that’s the advantage of cloud storage..)
  3. Test if your backup restores properly and complete. Backing up a project is useless if that backup cannot restore your project as a whole.

If you made a copy of your project as files - not in a container file - NEVER work on that copy directly. If you do not trust the software, or think it has a bug causing data loss, the biggest error you can make is use the same program on this backup copy directly. As I understood the story, is what exactly what this user has done. As a precaution of unintended changes, set ALL backup directories and files to READONLY

As a side note: Re-reading the story, the problem is not Unreal per se. It may look like it, but my feeling is that there is something else that caused these problems. That raises a number of possibilities: In hardware: Disk corruption. Disk full. Disk too fragmented. Bad disk or -controller. Be it HDD of SSD… Memory corruption, failing memory - bad bits (Normal PC;s don’t have error correction (ECC) on memory..). Or software - a virus that infected your files, UnrealEditor.exe or any other program.

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AI (prolly GPT) generated text.
Also, version control is a thing.

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Take this as a learning experience and back your stuff up using source control in the future. That way if anything happens you can roll back or get your data back.

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If it helps, we’ve written an article on getting started with Version Control for Unreal Engine :slight_smile:

(post deleted by author)

No, it is not. I don’t need or want to use AI to give my response. It is the culmination of 40 years of experience in designing, creating and maintaining computer systems where downtime and data loss are no options.

Yes, I am offended by your remark.

I agree that version control has huge advantages, even for single creators like me, but the basic principle will still be the same: store your data backup on a different location than your workplace (disk, computer, location). Multiple places, preferably.

For teams, a version control system is IMHO, mandatory. They may have the staff that has the knowledge and skills for system administration and maintenance, but when not, it adds complexity to the environment, when these knowledge and skills are lacking

Let alone those single creators like me, most will not have the skills and knowledge (nor the resources) to set it up and maintain such a system

My apologies.
I was talking about OP’s post.

If I were to point out a reply being AI-generated, I would have quoted/directly replied to that post.