Problem launching a fortnite session on a map

In fact, when I launch my map on uefn, it works. However, when I want to launch a session in fortnite to test my map, it doesn’t work. In this case, I get the error shown in the screenshot. And this problem has occurred since I changed PCs, so I had to put my map files on an external hard drive and then put them on my new PC. I’d like to point out that my other maps, with which I’ve gone through this process, are working properly.

I hope that one of you will be able to find a solution. I’ve been trying to solve my problem for a month now and I’m starting to despair. Thank you for your help.

Did you ever Check-in Changes and creat a snapshot before you changed PC’s

Do you still have access to UEFN and your project on your old PC, or even have your old hard drive to plug into your new one ?

Yes, I plugged my old hard drive into my new pc then went to uefn and opened my map from the path on my hard drive. However, I no longer have access to my old PC.

So I tried to put my file on the internal hard drive of my new PC, and when I opened it, I saw the map, which had lost a few elements - some parts had been deleted. On the other hand, I’m on my map, but I can’t launch the session. Here’s the error message, in case the screen isn’t very visible:
LogValkyrieSyncProject: Error: Failed to find public assets [Failed to read C:/Program Files/Epic Games/Fortnite/Fortnite UEFN/cache_cache/Plugins/cache_cache/Content/ExternalActors/cache_cache/1/RQ/DE8I03Q92RFO2ZLDTSJTFH.uasset].

Did you ever check in changes and create a snapshot with unreal revision control ?

I’ve got the revision control activated, but I don’t know enough about it to understand what you’re telling me about snapshots.

Sounds like that hard drive is a bit cactus…

OK the Program Files folder probably has security issues with the constant reading and writing, thats why lots of programs put game save files somewhere in your User folder.

Mak a snapshot now with check-in changes, by clicking on it in bottom right of screen and write launch error or something descriptive in the changelog

Close UEFN and move your project folder to somwhere else like C:\UEFN\

Open UEFN and see what that does

I don’t understand it all, but I’ll try. Before I do, I’d just like to know, should I try to go back to an old backup to recover what I’ve lost? That is, if it’s possible.
For example, in the screen below, backup number 3 is the one I think was made before the elements were deleted. Is there any way of recovering it, or do I have to do what was said before?

In fact, I think it’s 2, the good backup. Maybe I should try the top right button? I’m not really familiar with unreal control, so I don’t want to make any more mistakes.
image

Thats it, thats the list of available backups.

When you click on that counter clockwise circle it will replace the project on your computer to how it was on 24th June 2024
If its not the one you want choose another

Before you do that, check-in now if you haven’t. incase you need content from now.
And make sure you add a description about the launch problem.
You can copy in one snapshot and paste in another.

Make it a practice to Check-in and create a snapshot at least daily.

I’ve tried moving it to another folder but it still doesn’t work. I’m thinking of abandoning my map anyway, as I’ve tested all the backups and all of them have missing elements or are simply too old. Thanks for your help though :slight_smile:

The old hard drive must have had a few bad bits…

An option I can think of to save some content, is open your latest broken map.
If you have an area you want to save, like a building, select all the pieces and copy.
Open notepad and paste it in. name and save the text file.
make a few different text files of your all favourite things.

Then open your latest good snapshot.
Select all the text, copy and paste it into your viewport.
This will put the object in your map.

Props with custom meshes or materials may need these reapplied.
I don’t know if landscapes would work
and if you try it with devices, make sure you select all connected devices…but not sure if it will break references with them anyway, might have to check all events and functions of them to see if they are still connected

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