I have a blueprint that I was working on. I’ve added this asset into my map, and have saved it several times.
After an unexpected crash, something went wrong where this asset no longer appeared. Since it would’ve been easier to recreate this asset rather than figuring out how to fix it, I simply removed it from my project and created a new one.
This broke the reference in my map. If I manually delete the file from disk, my map load spits out an error that it can’t be found (which is reasonable). But if I don’t do that, then it spits out errors stating that the blueprint itself has component errors…
Now, this wouldn’t be a big deal if the blueprint was actually accessible in any way, but it isn’t. I can’t open it, I can’t edit it, I don’t see any redirectors for it (and force-fixing them does nothing), it’s not found in the scene outliner anymore, and it doesn’t even show up anywhere in my content browser. If I open up my map in the reference viewer, I can see my blueprint being referenced, but there doesn’t appear to be any way to remove it without completely starting over with a new map.
I’d like to avoid starting over… So what can I do to fix this?
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I tried, but the still remains. The issue is the redirector itself has been deleted entirely I think. What I had to do was do make a mock asset with the file path of the missing asset, delete that and replace it with the correct one and fix the redirector. It’s kind of an out of the way solution though.
I have the same problem and “Fox up redirections” did not work, I used a model from turbosquid, imported it and then deleted it from outside the editor, now I get this
There are no files with these names and there never have been. There was also a very odd moment where my unreal system files etc showed up in the content window. I restarted UE and it went away.
My solution for now was to migrate to a new project. I can’t wait until fix up redirectors works well, I’m tired of tip-toeing around Unreal hoping it’s references won’t break.
I just encountered the same issue, my asset1 references to asset2 that never exists anymore, and the reference viewer says asset2 is None.
And such approach fix it->Create a dummy file asset2 at where it would exist->Right click on the dummy asset2 and check the reference viewer you will find the asset1 references to this dummy asset2->Open asset1, and click save->Restart the editor, have a look at the reference viewer of asset2 you will find nobody references it anymore and you can delete dummy asset2 safely now
What worked for me was going into the Master material (all of my references that are ‘None’ were materials) and changing any texture node in there from what it was to anything else, apply, save, change it back to what it was, apply and save and it fixed to where the ‘None’ was now gone.
For a skeleton that was giving me a none, i just resaved it and looked at referencer and the none was gone.
For a material function, i just moved a node over and hit ‘apply’ and saved, then the none was gone.
Thanks mate, just battled unreal crashin on me for 2 hours and even trying to “fix up redirectors” was crashing unreal…adding the dummy asset in the place it wasn´t found anymore did the trick for me as well!