Hi, I’m quite new to Unreal and I’m facing all the time this error :
"Attempting to save bulkdata xxxxxx with an invalid payload to package etc. "
I browsed the forums and saw that in most of the cases, it’s due to a second editor process running in background, which I don’t think is my case.
Here’s the last case, a simple one :
Computer properly rebooted, UE 5.3.2 launched
I opened with Photoshop a copy of a texture from a Megascan material. This copy of the texture is located outside my project.
I edited and saved my texture at the same location, outside my UE project, then closed Photoshop (just in case…)
In UE, I selected my texture, right-click, “Reimport with new file”.
right-click again, “Save”. And it failed to save…
In that case, I found a workaround, importing my texture as a new file in an other folder in my project, delete the older one, move the new one and plug it in my material… which is quite tedious.
I mostly have this issue with static meshes, I successfully saved a 10 millions tris model and failed to save a very low-poly one… This is very hard to keep focusing when you lose your work and have to restart everything.
I’m lucky to have a very decent config, with 128Gb of RAM and a 4090 w/ 24Gb of VRAM. I’m only working locally on my hard drives and I’m admin of my computer.
Am I missing something specific about the way UE works ? Thanks if you have any clue about this.
Sorry to bump this up, but I’m completly stuck… I cannot save any static mesh when it’s a bit heavy.
I also lost some work on landscape editing, as the level eventually refused to save.
So I tried to save a mesh (fbx, 10 millions tris) :
on a beefier computer, same professional domain, my profile then admin profile : OK
on my computer, my profile then admin profile : FAILED
on a lightest pc, my profile : OK
I cloned my project on my system SSD, still cannot save.
I tried with UE 5.2 and 5.1, I checked the RAM (memtest OK), switched my graphic card for another, and I even upgraded to Windows 11, nothing works and I still cannot save.
The meshes import well, I can drop them in the level, move them, assign them a material, etc., but I always end up with the “invalid payload” error…
If I “Reimport” the mesh, UE crashes and I get this :
Assertion failed: Ar.Tell() == OffsetInFile [File:D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\EditorBulkData.cpp] [Line: 1188] Attempting to load an inline payload but the offset does not match
UnrealEditor_MeshDescription
UnrealEditor_MeshDescription
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_ContentBrowserAssetDataSource
UnrealEditor_ContentBrowserAssetDataSource
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
user32
user32
UnrealEditor_ApplicationCore
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll
Please remember that this mesh was perfectly saved on other computers.
Any help would be great, I don’t know what I’m doing wrong ou could be wrong with my configuration…
Hi, I bump this thread as I finally found the problem and its solution, so I’m posting it in case it might help.
In short, it’s CPU-related, which has to be slightly underclocked, in case you have an Intel 13900K or 14900K.
I got used to a lot of crashes, more and more at UE startup, and working with it became almost impossible as I couldn’t save the heaviest assets I was producing.
I read the crash logs, and often found an error related to the OODLE algorithm, involved in shaders compression, but could’nt find anything relevant on Internet. Until last week, when a videogame magazine reported a lot of crashes with UE-based games and players owning these CPUs. And I finally found a page on Oodle dev’s website (Radgametools) about this issue. https://www.radgametools.com/oodleintel.htm
So I lowered the Performance Core Ratio from x55 to x53 in the BIOS of my PC, and no crashes or failed saves since I did it.
Guess I’ve been very unlucky on this…