my project not loading off external hard drive

what does the external objects folder do anyway?

The external actors folder is part of a system called “One File Per Actor”. Basically it stores actor level information inside of it’s own file, which is great for source control or massive worlds that already house a ton of data. For normal levels you can disable/enable it, but for world partitioned levels, it’s built in. World partition is supported on Mac, so I would assume there wouldn’t be illegal characters in what it generates, but in your case that was incorrect.

Thanks

If you still hadn’t deleted the original backup you made, I’d also recommend making a bug report, since it’s definitely not intended for a core system to be generating illegal characters for MacOS. If you’re contacted they may ask for more information, but more than likely not if this has been reported befoe.

Was this reported as a bug?

I’m a brand-new Mac user (Apple Silicon support in 5.2!) and I seem to be getting this error over and over. Most new projects I try to create are crashing right away with this error.

Hey there @Bigcatrik! Welcome to the community! This bug has been reported a number of times, though a fresh report with 5.2 wouldn’t hurt if this is the same case. This bug is specifically related to OFPA as mentioned before, which shouldn’t be applicable to empty projects upon initial launch, just every launch after the external actors are generated for the starter map.

Does this occur on fresh blank projects for you? Does the user’s fix above work for projects that have been generated?

Thanks for the response.

I’ve determined that my problem doesn’t seem to be related to what’s discussed above, but the ._ files created by MacOS on some disks depending on formatting. When UE encounters one it crashes.

I eventually found this forum post from 2016 where a problem with these files existed, though then it seemed to be mostly failing in the build process whereas I experienced constant editor crashing (until my workaround described below), including in a newly-created project.

It doesn’t say whether the problem was fully resolved then. If it was resolved then it would seem to be reoccurring.

My story: UE is installed on my system drive but I’m trying to put projects on an external drive formatted with exFAT, where (I now know) MacOS creates a hidden ._ file for extra file attributes in any file it encounters. There’s a command line utility to clean them (dot_clean) and I got into the habit of having a terminal open to run it periodically while working through “Your First Hour in UE 5.2.” Not convenient, but it worked. But packaging a project failed since that process creates ._ files constantly as it churns through the project’s files, and my attempt to automatically rerun the dot_clean command wasn’t fast enough to catch them in time. I copied the project folder to the system drive and it packaged correctly since that drive is APFS and ._ files are not necessary.

So was this resolved back then but it’s come back somehow? And why isn’t UE ignoring these rather irrelevant files anyway?

I jumped in with my 2020 MBAir because of the Apple Silicon support in 5.2. Other than this issue it’s been running fairly smooth. And, all things considered, quite fun.

If the answer is “only use APFS formatted drives” that should probably be noted somewhere. The majority of external drives one might easily pick up are not APFS but work just fine on a Mac.

Fantastic insight! It’s entirely possible a regression occurred. As a primarily windows/linux user I would usually attempt to test things before going straight to recommending a bug report, but in this case I can’t and it seems you actually narrowed it down to the excess files it creates. Would you mind submitting a bug report? It’s rare to get such good data!

Thanks. Bug report submitted. I’m officially “Case # 00571444.”

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