No way to remove bound AssetGuideline data

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

UI/Tools

Summary

There is no way to remove AssetGuideline data from the assets, which prevents UEFN Validation.

Steps to Reproduce

  1. Migrate any asset to UEFN that has AssetGuideline data. (for example, metahuman)
  2. Validate. (launch session)

Expected Result

Validation passes

Observed Result

Validation Failed

  • Found disallowed object type /Script/UnrealEd.AssetGuideline, Referenced by:See below for asset list, Plugin mount point:/Import01.

Platform(s)

All. Prior to session launch.

Additional Notes

There are several issues of this type.
As example no way to change BoneCompression data binding as well.
LiveLinkBodyRetarget in Actor inherited BPs.

It could be done in generic UE editor.

The status of FORT-756203 incident has been moved from ‘Backlogged’ to ‘Closed’. Resolution Reason: ‘Cannot Reproduce’

@S-ed We’re checking into this.

Hi,
thanks for reporting these issues. Did you try to merge a full UE MetaHuman over into UEFN and then got these validation errors? For getting MetaHuman into UEFN, please use the UEFN importer directly and re-import your MetaHuman that way. This will handle everything for you and makes sure they pass validation. Migrating UE MetaHumans over is not supported.

As for the other issues you have mentioned, can you please let us know the steps you did here or the assets you tried to migrate over? Did you get the BoneCompression issue when migrating a sequence over to UEFN? How did you get the LiveLinkBodyRetarget validation issue?

Thanks
Ben

Hello.
The problem with Importing MH from the manager is, no changes can be made to the models. We are working in Unreal and UEFN, so making the same work twice is quite inefficient (well, I can’t do anything about it’s not being supported).
I’ve attempted to migrate everything related to MH. BoneCompression issue was related to retargeted sequence.
LiveLinkBodyRetarget was related to migration of default BP. For some reason, when the BP is created, it asks for plugins, and even if they are exist in UEFN it still can’t restore references that were inside it.

Thank you for the response, I’ll let the team know.

Hi,

can you please let us know some more details regarding the BoneCompression issue? What steps did you do in order to get these? Is the BoneCompression validation issue happening for all your sequences you migrate from UE to UEFN?

Migrating a BP won’t work as the event graph is not available in UEFN I’m afraid. It will not validate even for the case the plugins are existent.

Cheers,
Ben

I’m sorry for not to reply in a timely manner.
The issue was: each asset had a binding to a custom bone compression asset (made by Epic, not us).
Once migrated the asset itself still referenced the bone compression settings asset, but the OPTION in the settings were HIDDEN, so there were no way to change it in UEFN.
After all we just baked animation and migrated it this way.