Fab is still in the early alpha phases, and like with any product, we have some issues. We want to encourage you to report any issues you encounter and suggest any valuable features you are missing.
Some of the high-visibility known issues are listed below:
- Thumbnails appear as bricks when adding a personal referenced pack.
- There are some quality issues with Unreal Engine assets, and in some cases, the quality level looks completely degraded.
- Why do I have one mesh per folder when I am using Personal referenced?
- I added an asset from Fab to my project, and it takes a very long time to load/cook.
- I purchased a 3D model, but the collision doesn’t seem to work.
- I purchased a 3D model, but I can’t destroy it with a pickaxe.
- I have bought a personal license for an unreal pack, to receive the source assets, but I can’t seem to be able to add it to my project.
Thumbnails appear as bricks when adding a personal referenced pack.
This will be fixed in one of the next releases, however for now there is a Pro-tip that can fix this: You just need to highlight all of the assets and drag them around (no need to place them in the scene).
There are some quality issues with Unreal Engine assets, and in some cases, the quality level looks completely degraded.
This is a known issue that is being worked on, but there is a solution. Anything that is available on the Unreal Engine Marketplace and UEFN is granted under the same purchase. This means that if you’d like to get the original Uassets (Unreal Engine files) into your project you just have to import them from Unreal. Follow this guide to do so.
Why do I have one mesh per folder when I am using Personal referenced?
Our goal with referenced content is to give you complete control over the file structure and naming just like regular meshes. However, we are not there yet. For now there are known limitations, moving files around and renaming them are some of these.
There is also a known limitation when adding a Pack to a project, where it’s located in a single folder, but with a subfolder for each asset. Pro-tip: all you need to do is set a static mesh filter in the content browser, and you’ll be able to see the individual files. Click here for the guide.
I added an asset from Fab to my project, and it takes a very long time to load/cook.
This is also a known issue we are working through. The good news is that this will only happen the first time you drag an asset onto your project
I purchased a 3D model, but the collision doesn’t seem to work.
- If you have bought the asset under a personal license, there are ways to change collisions using the UEFN editor. Please follow this collision guide.
- If you have bought an asset under the Personal Referenced license, please report this asset by submitting a ticket here.
I purchased a 3D model, but I can’t destroy it with a pickaxe.
Everything purchased on the Fab plugin in UEFN is currently a 3D mesh. However, there is a way to set the mesh to be destructible in UEFN. Follow this guide to easily transition your mesh into a building prop.
I have bought a personal license for an unreal pack, to receive the source assets, but I can’t seem to be able to add it to my project.
In order to add source Unreal assets to your project you have two options.
- You can navigate to the individual asset product page within the Fab plugin, and from there add to your content browser. This will create a folder for the asset as an unreal file you can edit, and not the referenced version.
- You can also add content through the tools already provided in Unreal Engine. Because all Fab pack purchases also grant you access to the item in Unreal Marketplace, you can use the migration tool to copy assets into a UEFN project. Here’s a guide to add a pack from Unreal Engine Marketplace and then follow these easy steps to get it into UEFN.
Last updated: April 27, 2023