**Hey @elwetritsche97 —
What’s Likely Happening
The crash you’re hitting:
LongPackageNameToFilename failed to convert...
Path does not map to any roots.
…is usually caused by UE trying to resolve a save path based on cached or misconfigured project root directories— especially on Linux where symlinks or environment variables may interfere.
Here’s What to Check
- Default Save Directory Might Be Cached
UE sometimes remembers the last “Save As” path across sessions via editor config files. If that directory no longer exists (/home/username/A
in your case), it crashes.
- Go to:
~/UnrealEngine/Engine/Saved/Config/Linux/EditorPerProjectUserSettings.ini
and look for lines like:
[Directories]
LastBrowsePath=/home/username/A/...
→ Replace or delete anything that points to the non-existent path.
- Your Project Root May Be Misconfigured
- Check
DefaultGame.ini
,Engine.ini
, orGame.ini
in yourConfig
directory. - Look for any custom mount points or redirect paths that might still reference the
/home/username/A
structure.
- Content Directory Symlinks or Mounts
If your/home/username/B/...
path is mounted or symlinked, Unreal’sPackageNameToFilename()
may fail to resolve it.
Make sure UE sees /home/username/B/...
as part of a valid project content root. Sometimes it’s safest to use absolute, native paths with no symlinks for Content folders on Linux.
Bonus Tip
When building large or modular projects — especially in custom Linux environments — it’s easy to lose track of which assets or maps need what fixes, config changes, or versioning.
I recently started tracking per-asset notes (like “check pathing issue on Linux” or “map save failed due to root mismatch”) directly inside the editor, synced to a lightweight web dashboard.
If you’re juggling lots of maps or a cross-platform setup, you might find this helpful too:
Asset Optics on Fab