Materials are lost during abortion

Hi! I am beginner in UE and I tried to do everything carefully, but I ran into a problem. I wanted to upload cassettes with ready-made materials to my project, but the materials are not displayed when importing - I tried everything I could and nothing helps me. It is worth mentioning that I have already tried methods such as:

    1. Checking for “spaces”, there are no spaces anywhere in the files and the main folder - “_” are installed instead
  1. I haven’t tried migrate because I can’t open a separate level with cassettes or I don’t know how to do it to use migrate
  2. If you click the right button in the content browser in the UE and then import 1, the geometry asset is not displayed for import
    I tried to put this scene in my project
    https://www.fab.com/listings/1e1ce156-e0a9-49b0-9b03-599ca62b6586
    maybe this will give an understanding of my problem, I checked compatibility- compatibility. I am working in version 5.3.2
    Please help me, I’m literally desperate and I don’t know

Are the building materials actually in the project when you search for them in the Content Browser? Can you see them when you click on one of the material slots and scroll through the dropdown menu? Also, is this an asset that needs its own project, or one that you can add to an existing project?

This is likely an issue with the product itself. They do have a ticket-based support system here, if you’d like to ask them for help directly. It’s possible this asset was meant to integrate with the “Ultimate Level Art Tool” plugin, which you can get for free with this asset by filing a ticket, judging by their description on Fab.

All materials, both child and parent, are in the folder, they are there in the hierarchy as the author of the product laid down- in the content browser, a small preview of what models and materials are displayed correctly, but if you open the model or material, it opens completely empty and since then the preview (in the content browser) is updated and becomes gray. I assume that he somehow loses the paths to the textures, but I don’t understand where exactly.
I do not know if he needs a special level or a project, I wanted to take some models to make my scene. I’ve tried other cassettes and when I insert them, there are basically no problems - sometimes there are spaces in the name and then I replace them with “_” and the problem goes away - but nothing works here. Regarding the delivery with the plugin, but I have a pretty simple task, just importing with existing materials, it will just be a static house and that’s it. Does it really take a whole separate plugin to import and install a model? Again, when I tried another asset from another collection from another company, it was imported normally and the materials were visible. I still don’t understand what I’m doing wrong. Previously, I had a similar problem, but as it turned out, due to the fact that I had spaces in the name of the main folder. Maybe you can somehow automatically quickly perform a search for characters that UE does not support?

So just to confirm, you have two projects, one with the Fab asset pack, and one that you want to transfer the meshes to? If so, then you can open the project with the Fab assets, open the Content Browser, and highlight the house meshes you want. Then, right-click them and select the “Asset Actions->Migrate” option. It should automatically check all dependencies (materials, textures, etc), so you can just click “OK”. Then, navigate to the Content folder of your other project in the window that opens, and click “Select Folder”. Click “Yes All” if it prompts you to replace existing assets.

If you added the assets directly to your project via the Epic Games Launcher instead and it’s still broken, then the asset is broken, and you should submit a ticket on the site I linked earlier.

I want to understand exactly why he can’t move everything as it should be. Do I understand correctly that by transferring the assets folder to the “Content” folder, it should automatically load into the UE and work normally? (Provided that there are no spaces, of course). I consider drawing up an application as a last resort, because this will not give me exactly an understanding of the problem and why it arises - so that in the future I know how to solve it. Maybe there are other ways how I can transfer this grid to my project? I don’t have a separate project /level with this geometry - only sets of folders that are sorted differently - there are no levels as far as I understand. At least I didn’t see anything there that could be run using the UE and not imported there.

But how did you download these files in the first place? You can’t move loose asset files manually because they internally store paths to referenced assets, and those paths only get updated if you migrate the assets as I explained earlier.

Open the Epic Games Launcher and search for the Haunted Village Environment asset in the Library tab (click the refresh icon next to Fab Library if you can’t find it). You should see either “Add to Project” or “Create Project”. If you see “Add to Project”, then you can click that and import it into your main project normally. If you see “Create Project” (more likely), then click that, enter a short name in plain text for the project, and click “Create”. Once its downloaded, open the project by double-clicking on it in the “My Projects” section. From there, you should be able to migrate the assets to your main project with the steps I gave in my last reply.

I tried your method- it helped, thank you very much! But I would like to understand why if you just move the assets folder to the content folder, they won’t work? Doesn’t the “add to project” button do the same thing only automatically? I want to understand these processes. For example, in case it is not possible to add directly from the Epic store, but just need to import. What then? I have now tried again the same way I did before - again there is nothing. I don’t understand exactly the reason why UE can’t pick up materials- what exactly is stopping it?

Hey there @MorFik_Rex! Welcome back to the community! So the reason this occurs this way is because the engine uses a special content registry for any assets it’s working with. If you were to say, drop in assets though the filesystem, it may recognize them but not all of the metadata and connections are going to be present in their correct context. When importing some file types, they can sometimes automatically make the connections with proper naming conventions, but often it’s just best to pull directly from the Fab plugin or add via your EGS vault.

Thanks! I was already told above that it is best to do it directly from Fab or EGS. But I want to ensure that my cassettes work correctly initially by simply transferring them to the content browser- I want to learn this method of import because it may not always be possible to import directly from Fab or EGS. Please describe to me a list of what must be observed when importing by transferring the assets folder to the content folder in Windows Explorer- I tried to check everything but I still can’t do it this way, I tried from Fab- it worked, but my method remained questionable- and I want to understand it and not just use it. Please tell me about my question

Is there anyone here? Please help me solve my question