LogLinker:Warning: Can't find file '/Game/[level name from another project]'

I’ve created Project A, which uses a custom plugin, wherein I’ve added a level I’ll call ‘MyGameLevelName’. There have been no issues with building or using this original project or level.

Now, when I create Project B, an entirely new and unrelated project, which does not feature the custom from the previous project, it seems that vestigial links to this unrelated level still appear in the Output Log after startup.

Why does this occur? Should I be concerned about these warnings- is it possible that they could add to compilation time or cause errors at other times, e.g. when deploying to iOS or Android?

Below is a snippet of the Output Log, retrieved just after the creation of the project.

LogInit: Transaction tracking system initialized
BlueprintLog: New page: Editor Load
LocalizationService: Info Localization service is disabled
LogLinker:Warning: Can't find file '/Game/MyGameLevelName'
LogLinker:Warning: Can't find file '/Game/MyGameLevelName'
LogUObjectGlobals:Warning: Failed to find object 'Class /Game/MyGameLevelName.MyGameLevelName_C'
LogLinker:Warning: Can't find file '/Game/MyGameLevelName'
LogUObjectGlobals:Warning: Failed to find object 'Class /Game/MyGameLevelName.MyGameLevelName_C'
LogLinker:Warning: Can't find file '/Game/MyGameLevelName'
LogUObjectGlobals:Warning: Failed to find object 'Class /Game/MyGameLevelName.MyGameLevelName_C'
LogLinker:Warning: Can't find file '/Game/MyGameLevelName'
LogUObjectGlobals:Warning: Failed to find object 'Class /Game/MyGameLevelName.MyGameLevelName_C'
LogFileCache: Scanning file cache for directory 'F:/UE4_Spikes/Debugging/FreshProject/Content/' took 0.01s
LogCook:Display: Done creating registry. It took  0.00s.
SourceControl: Info Source control is disabled
Cmd: MAP LOAD FILE="../../../Engine/Content/Maps/Templates/Template_Default.umap" TEMPLATE=1 SHOWPROGRESS=1 FEATURELEVEL=3

Thanks!

Hello Chris,

Is it possible that your plugin has been added to the engine rather than Project A in particular? If this is the case, it would apply the plugin to all projects created in that engine version.

Hi ,

Not a bad guess as to how we might be seeing this, however I’ve double checked my Engine plugins folder and only the stock plugins are present. Also, none of our user-created plugins were present in the Plugins list for that project.

My current theory is that perhaps the engine’s DerivedDataCache has somehow become corrupted. Is there a way I could test this theory? Am I correct in thinking that I can just delete the DerivedDataCache and it will regenerate itself?

It should regenerate itself, but I can’t say for sure as I’ve never attempted it. If it doesn’t, you should be able to restore any lost files by verifying your installation through the launcher.

We haven’t heard from you in a while, Chris. Have you been able to test deleting the DDC to see if that fixes the issue? If so, what were the results? In the meantime, I’ll be marking this issue as resolved for tracking purposes.

Hi , apologies for the delay & thanks for following up, I’ll have the results back within a day or so.

Hi, I encountered the issue and post here to help others with the same. Removing and Reinstalling engine did not help. It is in AppData

I fixed the issue by renaming folder C:\Users\UserName\AppData\Local\UnrealEngine\4.12 into 4.12_OLD and let the engine restore a new one.

Something in \Saved\Logs was logged in all 4.12 projects.

Hi

What exists in AppData folder? As I can’t find it in Mac OS.

Is it a folder with a different name in ‘Users/Shared/Epic Games/UE_4.18’ ?

Thanks

Hi again. Can you please help me.

I can’t find the equivalent of C:\Users\UserName\AppData\Local\UnrealEngine\4.12 on Mac.

Please help…

Hi ,

How can I fix this issue on Mac?