Objects Have Fully Qualified Name, But Different Paths

Hey all,

Been running into a reoccurring issue with this. Happens almost every time I compile and restart the engine.

This isn’t the first class I’ve had the issue with. I had two other classes that gave me the issue, but I deleted them.

This issue occurs even if I don’t edit the class in question.

Fatal error: [File:D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp] [Line: 3286] Objects have the same fully qualified name but different paths. New Object: ItemContainer /Script/MyPlugin.Default__ItemContainer Existing Object: ItemContainer /Script/MyPlugin.Default__ItemContainer

UnrealEditor_CoreUObject!StaticAllocateObject() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:3281]
UnrealEditor_CoreUObject!UClass::CreateDefaultObject() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:4140]
UnrealEditor_CoreUObject!UClass::InternalCreateDefaultObjectWrapper() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:4759]
UnrealEditor_CoreUObject!UClass::CreateDefaultObject() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:4098]
UnrealEditor_CoreUObject!UClass::InternalCreateDefaultObjectWrapper() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:4759]
UnrealEditor_CoreUObject!UObjectLoadAllCompiledInDefaultProperties() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectBase.cpp:834]
UnrealEditor_CoreUObject!ProcessNewlyLoadedUObjects() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectBase.cpp:922]
UnrealEditor_CoreUObject!TBaseStaticDelegateInstance<void __cdecl(FName,bool),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:658]
UnrealEditor_Core!TMulticastDelegate<void __cdecl(FName,bool),FDefaultDelegateUserPolicy>::Broadcast() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:988]
UnrealEditor_Core!FModuleManager::LoadModuleWithFailureReason() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Modules\ModuleManager.cpp:624]
UnrealEditor_Projects!FModuleDescriptor::LoadModulesForPhase() [D:\build\++UE5\Sync\Engine\Source\Runtime\Projects\Private\ModuleDescriptor.cpp:696]
UnrealEditor_Projects!FPluginManager::TryLoadModulesForPlugin() [D:\build\++UE5\Sync\Engine\Source\Runtime\Projects\Private\PluginManager.cpp:2205]
UnrealEditor_Projects!FPluginManager::LoadModulesForEnabledPlugins() [D:\build\++UE5\Sync\Engine\Source\Runtime\Projects\Private\PluginManager.cpp:2278]
UnrealEditor!FEngineLoop::LoadStartupModules() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4636]
UnrealEditor!FEngineLoop::PreInitPostStartupScreen() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:3934]
UnrealEditor!GuardedMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:140]
UnrealEditor!GuardedMainWrapper() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:107]
UnrealEditor!LaunchWindowsStartup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:244]
UnrealEditor!WinMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:284]
UnrealEditor!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

Currently, the only way to fix it is to delete my binaries and rebuild the source code.

A quick google search show that this was a UE4 bug that was fixed in 4.18. I’m not too sure how to go about fixing it now in 5.1.

I appreciate any suggestions!