"Replace Assets" function is broken in UE 5.1

Hi everyone!

I have an irritating issue.
In UE 5.1 the “Replace Assets” function is broken.

Specifically, I want to replace materials from imported (Revit, Blender) models imported with DataSmith’s importers (Datasmith, glTF formats).
But when I do so Unreal engine crashes!!

Actually. It works when I “replace assets” immediately after importing.
But after saving and re-opening the scene, “replace Assets” crashes UE 5.1
I tried both with the right mouse button menu and replace menu that appears when deleting a material.

I verified this on both my Desktop and Laptop.
UE crashes on both systems.

In UE 5.0.3 “Replace Assets” (materials) works just fine!

Is this a known bug in UE 5.1?

Can someone please help

Thanx!!

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I reproduced and reported in our ticketing system.
Did you try to replace reference without the level open, it seemed to have worked for me.

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I’ll try this option later.

But still, it’s a bit inconvenient though, since I won’t have visual feedback on the materials I want to replace in the 1st place.
I understand that I would have to:

  • switch to a different Level/Map
  • Replace reference (without seeing the result in real-time
  • Then switch back to the Level/Map to see the result
    Is this what you mean?

The only workaround I have for this is to prepare the whole scene in UE 5.0.3 and then upgrade it to EU 5.1 to use the new upgraded features (if that doesn’t create issues that is).

  • Lumen’s upgrade for transparent materials
  • Nanite’s upgrade for foilage

This works indeed.

But like I said, It’s a bit inconvenient, not being able to see it in real-time.
So for now the best workaround for me is to do this in UE5.0.3, then upgrade the project to UE5.1.

I also get this message:

Does this have anything to do with this issue?

I tried updating materials with both this option enabled and disabled, but UE5.1 still crashes.

And how come btw that it’s possible to replace reference when the map is not active, are the materials locked to the open map?

Any update on this bug? It is a big problem when importing fbx scenes… I have an extra level of complication because I frequently replace imported materials with a library of instanced materials. I would circumvent this current bug by selecting the material and choosing “delete”. A prompt will ask you what to replace the material with (if it is being referenced). However, this method doesn’t allow you to replace a material with an instance material. Please fix!

Replacing reference without the level open does NOT solve the issue! Sure the function no longer crashes, but it breaks the connection between the asset and material in the library, then assigns the assets the World Grid Material. When will the Replace Asset function be fixed? It is May (5 months later) and the Replace Assets still crashes (when the level is open) and breaks materials in the library (when level is not open). This is a major problem in my work pipeline.

No more issue on my test in 5.2, will not fix in 5.1.
Imported a file, save level and assets, restart editor, pick 3 materials in content browser, replace reference and consolidate on one of them.

No crash
materials are changed on static mesh component in the scene
materials are changed on the static mesh assets.

If you still have issue in 5.2 can you describe the steps you are performing.
Thanks.

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Yes, I already found that 5.2 fixed this issue.
Thanx anyways

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Hi. In fact, what helps me to avoid crash in UE 5.1.1 when replacing materials, is to just hide the actors in the level which using these materials. Typically, when you do this for datasmith imported asset, you simply hide entire tree of objects in datasmith actor, and then replacements work as a charm (no crashing). :slight_smile:

2 Likes

This would’ve been a good workaround. Fortunatly 5.2 fixed this though