Please Help. Failed to find object 'object none.none' 25732 times!!

Thats right… you read that correctly… Failed to Find Object ‘Object none.none’ appears in my output log 25732 time in a row when loading a save game.

I have tried so many things to try and fix this but I can’t get it to work. And I’ve now started to expierenace an Infinite loop error when loading saves late on in my game to which I believe this has something to do with that.

I’ve gone through all blueprints refreshing nodes and deactivating all different events in game but nothing seems to clear the error apart from disabling the save game component.

Any help on this I would be very greatful.

Dave

LogUObjectGlobals: Warning: Failed to find object ‘Object None.None’
LogUObjectGlobals: Warning: Failed to find object ‘Object None.None’
LogUObjectGlobals: Warning: Failed to find object ‘Object None.None’
LogUObjectGlobals: Warning: Failed to find object ‘Object None.None’
LogUObjectGlobals: Warning: Failed to find object ‘Object None.None’
LogUObjectGlobals: Warning: Failed to find object ‘Object None.None’
LogUObjectGlobals: Warning: Failed to find object ‘Object None.None’
LogUObjectGlobals: Warning: Failed to find object ‘Object None.None’
LogUObjectGlobals: Warning: Failed to find object ‘Object None.None’
LogUObjectGlobals: Warning: Failed to find object ‘Object None.None’
LogUObjectGlobals: Warning: Failed to find object ‘Object None.None’
LogUObjectGlobals: Warning: Failed to find object ‘Object None.None’
LogUObjectGlobals: Warning: Failed to find object ‘Object None.None’
LogUObjectGlobals: Warning: Failed to find object ‘Object None.None’
LogUObjectGlobals: Warning: Failed to find object ‘Object None.None’
LogUObjectGlobals: Warning: Failed to find object ‘Object None.None’
LogUObjectGlobals: Warning: Failed to find object ‘Object None.None’
LogUObjectGlobals: Warning: Failed to find object ‘Object None.None’
LogScript: Warning: Runaway loop detected (over 10,000,000 iterations) - see log for stack trace
HE_SaveGameComponent_C /Game/Maps/UEDPIE_0_The_Orphanage_Optimized.The_Orphanage_Optimized:PersistentLevel.Master_GEN_VARIABLE_Master_C_CAT_0.HE_SaveGameComponent
Function /Game/HorrorEngine/Blueprints/Core/HE_SaveGameComponent.HE_SaveGameComponent_C:ExecuteUbergraph_HE_SaveGameComponent:3901
PIE: Error: Infinite loop detected. Blueprint: HE_SaveGameComponent Function: Branch Call Stack: Show

Greetings @Jurassic_Dave

That’s indeed quite a bit of ‘object none.none’. Take a look at this post. There were some other users who ran into this and were able to solve it. I hope this helps.

Thanks Frosty.

I’ve spent the last 3 days going through everything but I have managed to pin point it to the SaveGameList Array in my Save Game Instance. After creating a new one and replacing all the refereances to the new Array it has cleared it. It has however thrown in a few new errors which i’m going to have to re do a few things in the blueprints to fix it hopefully.

Dave

Hi Frosty. Sadly once I had reconnected all the arrays etc to the new one the error came back. So it can’t be due to the array in the save game file. I looked over the link you provided and sadly none has helped. I am currently Migrating my project to a new empty project to see if I still get this error.

Dave

Good deal! Let me know the outcome afterward. I will monitor the thread here.

Its a no… Sadly the error followed me to the new project. I’ve narrowed it down to something in the save game Array. When I bring up the Main Menu Widget it flags up with the error. When the Widget loads if the ‘Load Button’ is active it comes up. If there is no save data it doesn’t. I’m currently going through all folders 1 by 1 fixing redirectories and clearing all cache to see if this stops it. Its almost like even though I clear all saved cache when ever i make a new save by saving in game the error comes back. Like its never fully cleared when clearing cache and save files.

Hi Frosty. Sadly still getting this error over 10,000 times. I have seen this inbetween

LogUObjectGlobals: Warning: Failed to find object ‘Object None.None’
LogUObjectGlobals: Warning: Failed to find object ‘Object None.None’
LogUObjectGlobals: Warning: Failed to find object ‘Object None.None’
LogUObjectGlobals: Warning: Failed to find object ‘Object None.None’
LogLinker: Warning: Failed to load ‘/Game/Maps/UEDPIE_0_The_Orphanage_Optimized’: Can’t find file.
LogLinker: Warning: Failed to load ‘/Game/Maps/UEDPIE_0_The_Orphanage_Optimized’: Can’t find file.
LogLinker: Warning: Failed to load ‘/Game/Maps/UEDPIE_0_The_Orphanage_Optimized’: Can’t find file.
LogLinker: Warning: Failed to load ‘/Game/Maps/UEDPIE_0_The_Orphanage_Optimized’: Can’t find file.
LogLinker: Warning: Failed to load ‘/Game/Maps/UEDPIE_0_The_Orphanage_Optimized’: Can’t find file.
LogLinker: Warning: Failed to load ‘/Game/Maps/UEDPIE_0_The_Orphanage_Optimized’: Can’t find file.
LogLinker: Warning: Failed to load ‘/Game/Maps/UEDPIE_0_The_Orphanage_Optimized’: Can’t find file.
LogUObjectGlobals: Warning: Failed to find object ‘Object None.None’
LogUObjectGlobals: Warning: Failed to find object ‘Object None.None’
LogUObjectGlobals: Warning: Failed to find object ‘Object None.None’
LogUObjectGlobals: Warning: Failed to find object ‘Object None.None’
LogLinker: Warning: Failed to load ‘/Game/Maps/UEDPIE_0_The_Orphanage_Optimized’: Can’t find file.
LogLinker: Warning: Failed to load ‘/Game/Maps/UEDPIE_0_The_Orphanage_Optimized’: Can’t find file.
LogUObjectGlobals: Warning: Failed to find object ‘Object None.None’
LogLinker: Warning: Failed to load ‘/Game/Maps/UEDPIE_0_The_Orphanage_Optimized’: Can’t find file.
LogLinker: Warning: Failed to load ‘/Game/Maps/UEDPIE_0_The_Orphanage_Optimized’: Can’t find file.
LogUObjectGlobals: Warning: Failed to find object ‘Object None.None’
LogUObjectGlobals: Warning: Failed to find object ‘Object None.None’
LogUObjectGlobals: Warning: Failed to find object ‘Object None.None’
LogUObjectGlobals: Warning: Failed to find object ‘Object None.None’
LogLinker: Warning: Failed to load ‘/Game/Maps/UEDPIE_0_The_Orphanage_Optimized’: Can’t find file.
LogLinker: Warning: Failed to load ‘/Game/Maps/UEDPIE_0_The_Orphanage_Optimized’: Can’t find file.
LogLinker: Warning: Failed to load ‘/Game/Maps/UEDPIE_0_The_Orphanage_Optimized’: Can’t find file.
LogUObjectGlobals: Warning: Failed to find object ‘Object None.None’
LogUObjectGlobals: Warning: Failed to find object ‘Object None.None’
LogLinker: Warning: Failed to load ‘/Game/Maps/UEDPIE_0_The_Orphanage_Optimized’: Can’t find file.
LogUObjectGlobals: Warning: Failed to find object ‘Object None.None’
LogLinker: Warning: Failed to load ‘/Game/Maps/UEDPIE_0_The_Orphanage_Optimized’: Can’t find file.
LogLinker: Warning: Failed to load ‘/Game/Maps/UEDPIE_0_The_Orphanage_Optimized’: Can’t find file.
LogLinker: Warning: Failed to load ‘/Game/Maps/UEDPIE_0_The_Orphanage_Optimized’: Can’t find file.
LogLinker: Warning: Failed to load ‘/Game/Maps/UEDPIE_0_The_Orphanage_Optimized’: Can’t find file.
LogLinker: Warning: Failed to load ‘/Game/Maps/UEDPIE_0_The_Orphanage_Optimized’: Can’t find file.
LogLinker: Warning: Failed to load ‘/Game/Maps/UEDPIE_0_The_Orphanage_Optimized’: Can’t find file.
LogLinker: Warning: Failed to load ‘/Game/Maps/UEDPIE_0_The_Orphanage_Optimized’: Can’t find file.
LogLinker: Warning: Failed to load ‘/Game/Maps/UEDPIE_0_The_Orphanage_Optimized’: Can’t find file.
LogLinker: Warning: Failed to load ‘/Game/Maps/UEDPIE_0_The_Orphanage_Optimized’: Can’t find file.
LogLinker: Warning: Failed to load ‘/Game/Maps/UEDPIE_0_The_Orphanage_Optimized’: Can’t find file.
LogLinker: Warning: Failed to load ‘/Game/Maps/UEDPIE_0_The_Orphanage_Optimized’: Can’t find file.
LogUObjectGlobals: Warning: Failed to find object ‘Object None.None’
LogUObjectGlobals: Warning: Failed to find object ‘Object None.None’
LogUObjectGlobals: Warning: Failed to find object ‘Object None.None’
LogUObjectGlobals: Warning: Failed to find object ‘Object None.None’
LogLinker: Warning: Failed to load ‘/Game/Maps/UEDPIE_0_The_Orphanage_Optimized’: Can’t find file.
LogLinker: Warning: Failed to load ‘/Game/Maps/UEDPIE_0_The_Orphanage_Optimized’: Can’t find file.
LogUObjectGlobals: Warning: Failed to find object ‘Object None.None’
LogLinker: Warning: Failed to load ‘/Game/Maps/UEDPIE_0_The_Orphanage_Optimized’: Can’t find file.
LogUObjectGlobals: Warning: Failed to find object ‘Object None.None’
LogLinker: Warning: Failed to load ‘/Game/Maps/UEDPIE_0_The_Orphanage_Optimized’: Can’t find file.
LogLinker: Warning: Failed to load ‘/Game/Maps/UEDPIE_0_The_Orphanage_Optimized’: Can’t find file.
LogUObjectGlobals: Warning: Failed to find object ‘Object None.None’
LogUObjectGlobals: Warning: Failed to find object ‘Object None.None’
LogLinker: Warning: Failed to load ‘/Game/Maps/UEDPIE_0_The_Orphanage_Optimized’: Can’t find file.
LogUObjectGlobals: Warning: Failed to find object ‘Object None.None’
LogLinker: Warning: Failed to load ‘/Game/Maps/UEDPIE_0_The_Orphanage_Optimized’: Can’t find file.
LogUObjectGlobals: Warning: Failed to find object ‘Object None.None’
LogLinker: Warning: Failed to load ‘/Game/Maps/UEDPIE_0_The_Orphanage_Optimized’: Can’t find file.
LogLinker: Warning: Failed to load ‘/Game/Maps/UEDPIE_0_The_Orphanage_Optimized’: Can’t find file.
LogUObjectGlobals: Warning: Failed to find object ‘Object None.None’
LogUObjectGlobals: Warning: Failed to find object ‘Object None.None’
LogUObjectGlobals: Warning: Failed to find object ‘Object None.None’
LogUObjectGlobals: Warning: Failed to find object ‘Object None.None’

Any idea’s why this is also coming up?

Hi Frosty

I’ve narrowed it down to the Horror Event Array. I did an empty level with just player start and save actor to save game and no error. When introducing an object with the Horror Event Array attached to it like a door or drawer the error appeared 8 times when saving.

So I went into the structure and there is a Red Exlimation Mark next to the Horror Event Structure. I also had it in the Save Structure too. I changed the structure in the save to Horror Event Structure and fixed the Red Exlimation mark. However in the Horror Event Structure when I changed it to the Horror Event Structure it crashes the Engine.

I’ve attached a picture of the error and below is the crash log

LoginId:1bcbe39645108c6bd2c1e2bc29a947c6
EpicAccountId:d11ec019d5904e91b000ce0ea4da3efc

Assertion failed: NumNewPins == InNewPins.Num() [File:D:/Build/++UE4/Sync/Engine/Source/Editor/BlueprintGraph/Private/K2Node.cpp] [Line: 1076]

UE4Editor_Core!AssertFailedImplV() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:100]
UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:450]
UE4Editor_BlueprintGraph!UK2Node::RewireOldPinsToNewPins() [D:\Build++UE4\Sync\Engine\Source\Editor\BlueprintGraph\Private\K2Node.cpp:1076]
UE4Editor_BlueprintGraph!UK2Node::ReconstructNode() [D:\Build++UE4\Sync\Engine\Source\Editor\BlueprintGraph\Private\K2Node.cpp:678]
UE4Editor_KismetCompiler!FUserDefinedStructureCompilerUtils::CompileStruct() [D:\Build++UE4\Sync\Engine\Source\Editor\KismetCompiler\Private\UserDefinedStructureCompilerUtils.cpp:599]
UE4Editor_KismetCompiler!FKismet2CompilerModule::CompileStructure() [D:\Build++UE4\Sync\Engine\Source\Editor\KismetCompiler\Private\KismetCompilerModule.cpp:88]
UE4Editor_UnrealEd!FStructureEditorUtils::CompileStructure() [D:\Build++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\Kismet2\StructureEditorUtils.cpp:544]
UE4Editor_UnrealEd!FStructureEditorUtils::ChangeVariableType() [D:\Build++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\Kismet2\StructureEditorUtils.cpp:402]
UE4Editor_Kismet!FUserDefinedStructureFieldLayout::PinInfoChanged() [D:\Build++UE4\Sync\Engine\Source\Editor\Kismet\Private\UserDefinedStructureEditor.cpp:634]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FUserDefinedStructureFieldLayout,0,void __cdecl(FEdGraphPinType const &)>::ExecuteIfSafe() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:374]
UE4Editor_KismetWidgets!SPinTypeSelector::OnSelectPinType() [D:\Build++UE4\Sync\Engine\Source\Editor\KismetWidgets\Private\SPinTypeSelector.cpp:831]
UE4Editor_KismetWidgets!SPinTypeSelector::OnTypeSelectionChanged() [D:\Build++UE4\Sync\Engine\Source\Editor\KismetWidgets\Private\SPinTypeSelector.cpp:862]
UE4Editor_KismetWidgets!TBaseSPMethodDelegateInstance<0,SPinTypeSelector,0,void __cdecl(TSharedPtr<UEdGraphSchema_K2::FPinTypeTreeInfo,0>,enum ESelectInfo::Type),bool>::ExecuteIfSafe() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:374]
UE4Editor_KismetWidgets!SListView<TSharedPtr<UEdGraphSchema_K2::FPinTypeTreeInfo,0> >::Private_SignalSelectionChanged() [D:\Build++UE4\Sync\Engine\Source\Runtime\Slate\Public\Widgets\Views\SListView.h:810]
UE4Editor_KismetWidgets!STreeView<TSharedPtr<UEdGraphSchema_K2::FPinTypeTreeInfo,0> >::Private_SignalSelectionChanged() [D:\Build++UE4\Sync\Engine\Source\Runtime\Slate\Public\Widgets\Views\STreeView.h:501]
UE4Editor_KismetWidgets!STableRow<TSharedPtr<UEdGraphSchema_K2::FPinTypeTreeInfo,0> >::OnMouseButtonUp() [D:\Build++UE4\Sync\Engine\Source\Runtime\Slate\Public\Widgets\Views\STableRow.h:496]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_cc5aea9e7377b04ce85c30c65ec3889b> >() [D:\Build++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:372]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [D:\Build++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:4675]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [D:\Build++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5198]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [D:\Build++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5166]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [D:\Build++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2140]
UE4Editor_ApplicationCore!FWindowsApplication::DeferMessage() [D:\Build++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2592]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessMessage() [D:\Build++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:1816]
UE4Editor_ApplicationCore!FWindowsApplication::AppWndProc() [D:\Build++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:852]
user32
user32
UE4Editor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [D:\Build++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsPlatformApplicationMisc.cpp:130]
UE4Editor!FEngineLoop::Tick() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4762]
UE4Editor!GuardedMain() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:169]
UE4Editor!GuardedMainWrapper() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137]
UE4Editor!WinMain() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:268]
UE4Editor!__scrt_common_main_seh() [d:\agent_work\5\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll
HEError