With the latest update 25.10, an single explosive device in our project is failing validation:
Found disallowed object type /Game/Creative/Devices/Common/Components/Creative_FloatingHealthBar.Creative_FloatingHealthBar_C, Referenced by:See below for asset list, Plugin mount point:/*******.
It’s using a custom mesh that has never had issues before and we have many other explosive devices in the level with the exact same settings/mesh. The error seems to imply something related to the health bar. We have the health bar set to “Badge Style” with a custom icon. This is also used by the other explosive devices that do not have issues. But even clearing the icon or changing to “Default” bar style, it stills throws the error.
We have tried several different attempts to fix it by replacing it, but it still throws the same error:
Delete and duplicate another similar explosive device in the level. Fails.
Delete and recreated from the default explosive device. Fails.
Reset to the default explosive device settings/mesh. Fails.
The only thing that works, is by just completely deleting it, very strange.
@DustinREDGames Thank you for your report! We would like to look into this further, would you be able to submit a bug report using the form available here? Fortnite Creative
Update on this issue, now all of a sudden, all of the other explosives devices are failing validation… Super frustrating and the error is super vague. Why would the health bar fail, its built in…
Found disallowed object type /Game/Creative/Devices/Common/Components/Creative_FloatingHealthBar.Creative_FloatingHealthBar_C, Referenced by:See below for asset list, Plugin mount point:.
Found disallowed object type /Game/Creative/Devices/Common/Components/Creative_FloatingHealthBar.Creative_FloatingHealthBar_C, Referenced by:See below for asset list, Plugin mount point:.
Nothing is referencing the device. You can get this with a new default explosive device and just change the health bar style to “Badge Style”.
Or are you referring to
“Referenced by:See below for asset list…”
That just lists all of the explosive devices, I left that out because there are alot and this project is under NDA so I didn’t want to show paths with names.
No I mean in your log (Referenced by:See below for asset list), because sometimes you can have a Playset that’s being created automatically that causes this kind of bug
This can be reproduced in a new empty project and placing one Explosive Device and changing the “Health Bar Style” to anything but “Default”. Once this happens changing that setting back to “Default” does not fix the issue. “Undoing” the change back to “Default” does fix the validation issue