MapCheck: Warning: M_Chair Material /Game/StarterContent/Props/Materials/M_Chair.M_Chair was missing the usage flag bUsedWithNanite. If the material asset is not re-saved, it may not render correctly when run outside the editor. Fix
LogMaterial: Display: Material /Game/StarterContent/Props/Materials/M_TableRound.M_TableRound needed to have new flag set bUsedWithNanite !
MapCheck: Warning: M_TableRound Material /Game/StarterContent/Props/Materials/M_TableRound.M_TableRound was missing the usage flag bUsedWithNanite. If the material asset is not re-saved, it may not render correctly when run outside the editor. Fix
LogWorld: UWorld::CleanupWorld for Minimal_Default, bSessionEnded=true, bCleanupResources=true
LogSlate: InvalidateAllWidgets triggered. All widgets were invalidated
LogUObjectHash: Compacting FUObjectHashTables data took 0.34ms
LogUObjectHash: Compacting FUObjectHashTables data took 0.29ms
LogAudio: Display: Audio Device (ID: 1) registered with world ‘Minimal_Default’.
LogChaos: FPhysicsSolverBase::AsyncDt:-1.000000
LogAIModule: Creating AISystem for world Minimal_Default
LogEditorServer: Finished looking for orphan Actors (0.000 secs)
LogUObjectHash: Compacting FUObjectHashTables data took 0.37ms
Cmd: MAP CHECKDEP NOCLEARLOG
MapCheck: Map check complete: 0 Error(s), 2 Warning(s), took 0.091ms to complete.
LogFileHelpers: Loading map ‘Minimal_Default’ took 0.256
LogSlate: Window ‘Message Log’ being destroyed
LogSlate: Window ‘Message Log’ being destroyed
LogSlate: Took 0.000756 seconds to synchronously load lazily loaded font ‘…/…/…/Engine/Content/Slate/Fonts/DroidSansFallback.ttf’ (3848K)
This error appears when I save the program and reload the file. What should I do if all the saved contents disappear and return to the default settings?
I enabled UsedWithNanite. However, if I press Save, the function is checked again, and even if I turn it off, the same thing happens when I save and exit the program and reconnect.
I’m a brand new user of UE 5.3.2, and I’ve never used any previous versions of it - I came from a Unity background and wanted to use a more powerful creation tool. I created a couple test projects to learn how to move around in the editor, change views, place actors, change materials, etc., from the Starter Content pack. In a fresh, blank project, I tried to use the Minimal_Default map and hit a Map Check error that makes zero sense.
M_TableRound Material /Game/StarterContent/Props/Materials/M_TableRound.M_TableRound was missing the usage flag bUsedWithNanite. If the material asset is not re-saved, it may not render correctly when run outside the editor. Fix
M_Chair Material /Game/StarterContent/Props/Materials/M_Chair.M_Chair was missing the usage flag bUsedWithNanite. If the material asset is not re-saved, it may not render correctly when run outside the editor. Fix
Map check complete: 0 Error(s), 2 Warning(s), took 0.061ms to complete.
I see it’s been an issue in the past for creators with pre-existing projects on load / reload, but I can’t find anything about this happening with a new, blank project that hasn’t had anything done to it. I was afraid I somehow corrupted the source data for the Starter Content, so (knee-jerk reaction) I deleted all my test projects, fully uninstalled the engine, and then proceeded to re-install. This didn’t fix my problem, and I’m concerned that I may have somehow caused it. In my mind, a fresh install should’ve addressed the issue in the event it was, in fact, my doing. Is this my fault, or is it a defect??
Here are the steps I followed that led me to this issue:
Create a new blank project set to use Blueprint, for Desktop, at Maximum Quality, with included Starter Content pack.
From the Content Drawer, select Starter Content.
Double-click on the Minimal_Default map option.
View the Map Check errors have appeared.
I don’t know if it’s relevant, but I can provide system specs, if needed. It’s a very powerful desktop PC that I keep well-updated, so I don’t think it’s the source of the issue, but I’m not ruling anything out.
I’ve had this for months for 3 materials, doesn’t cause any issues, even in packaged game, but still annoying that you can’t get rid of it. I’m guessing I can just assign new materials instead of the broken ones, but would be nice to have a fix