[MAJOR] Asset Reflection

Summary

Sooo many issues with reflecting assets this patch. We currently cannot launch our sessions since there are errors inside the assets.digest file that we cannot edit.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Verse

Steps to Reproduce

Open a project that has reflected assets. Perform the fixes from my tweet. Attempt to launch a session.

Expected Result

It launches

Observed Result

displays errors inside the assets.digest that we cannot fix.

Platform(s)

PC

Island Code

n/a

Would like to add that there looks to be NO workaround for particle_system assets, where as for the other assets it looks like they’re still exposed, all VFX are exposed as particle_system_component now.

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Additionally, some projects are missing the assets.digest entirely

On the same Twitch you posted, you solved the problem you mentioned. Thank !! <3

I have had the same experience and after fixing the errors in verse I can’t launch a session. I have the issue in every project that uses materials in verse.

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You just look for your materials in the corresponding Verse file, and at the end of the material:

SetMaterial(FolderMaterial.NameMaterial{})

Just add {} at the end of the material name, for each material, and that’s it.

Were you able to launch a session after that, because I did that, it removed the errors, but when I launched a session the errors reappeared.

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It’s because you need to delete your Verse files from the following folder:
Fortnite Projects\YOURPROYECT\Plugins\YOURPROJECT\sys\versions\516\Content

Delete them without fear. Once you update the map and publish a public version, the error will go away.
Until then, the error will return every time you open UEFN.

@spankysully1 Thanks for your report. We’re investigating now. Would it be possible for you to provide the full editor log right after you’ve encountered said issue?

Logs.zip (6.2 MB)
Here!

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These differences to asset reflection are normally only supposed to happen when Scene Graph is enabled. The bug here might be that Scene Graph is getting enabled unintentionally- you should be able to check in your Project Settings whether Scene Graph is enabled.

image

It says enabled for me, but I didn’t do this manually.

However I’m confused, isn’t scene graph out of experimental now so shouldn’t it be enabled by default?

And I never saw it mentioned anywhere that scene graph would change how our assets are reflected?

If so, is it intentional that switching to scene graph makes SpawnParticleSystem not usable at all, as particles are no longer exposed as particle_system, but instead particle_system_component?

Edit: Was replying to an Epic staff member but they deleted their reply…

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yes it is enabled for me, how do i turn it off?

Investigation is continuing - we’ll share instructions on how to disable as soon as possible.

2 Likes

setting "EnableSceneGraph": false in .uplugin seems to get undone upon relaunching

If Scene Graph got enabled for your project unintentionally, you should be able to re-disable it by editing both the .uplugin file and the .uefnproject file:

  • Set "EnableSceneGraph": false in the .uplugin file, within the top-level {}s.
  • Add this in the .uefnproject, within the "dataSets": { ... }" section: "experimental": { "sceneGraph": { "bIsSceneGraphSystemAllowed": false } }

Then reopen your project.

We’re still investigating how this is getting enabled- so if this still doesn’t help, let us know.

4 Likes

its asking me to resync my project after doing this?

@NLRyanNL You are safe to sync the changes with what @russell.johnston posted above. You do want these changes to persist to both files.

i just resymced but it just creates a new project file with scene graph enabled i also changed the uplugin file to false