Severe Outliner instability

Summary

Without warning the outliner removed a lot of folders

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Stability

Steps to Reproduce

Without error message the outliner removed a lot of folders. This morning, I find hundreds of objects in the root folder.
Fixing this will take days.

Expected Result

This should not happen. I was just arranging meshes in the level as I did for many days without problems.
Nothing special.

Observed Result

This is a mess. It will take days to reorganize things. Not knowing if and when this will happen again.

Platform(s)

Windows 11, PC

Additional Notes

This is probably related to the already reported and known issue with the outliner stability (All kinds of strange behaviour in the outliner).
I can only hope that this will be fixed soon.

Hi @Dormikon,

Thank you for reporting this issue and sorry you experienced it.
I’m escalating this issue internally

Quick question, you mentioned a known issue with outliner stability, is this another bug report on the forums? If so could you send me the link to it - I’d like to escalate that one too

FORT-1190867 has been created and its status is ‘Unconfirmed’. This is now in a queue to be reproduced and confirmed.

Hey @Dormikon,

Following up here, the team is asking for additional information as to the actions you took that lead up to cause this issue?
Did you try undoing or reloading the level?

Additionally could you share your logs with us? You are welcome to share them with me privately too by clicking here
If it is too large to upload, then upload it to Google Drive first and then send me the link

Getting UEFN logs:

Hi Ryan,

The original post is here:

: Duplicate hierachy bugged since update today. - #6 by Dormikon

To your question, no, I did not try to undo whatever removed the folders because I did not notice it until the next day. I like to keep a lot of static meshes (thousands) for easier editing, and when I am done I batch them into instanced blueprints. Also I like to work with many nested folder hierarchies to keep things in order. Thus far that was not a problem.

I am wondering if my scene got too heavy with about 16 000 individual actors, but my research showed that you can go up to about 60000 actors. ( notwithstanding the fact that each is a draw call and such a map is not suited for final publishing).

The best way for me to fix this is to separate the static meshes I arranged for the last 2 days by batching them into a blueprint and migrate that back into the last good version of my map.

Here is the zipped log file:

Logs.zip (18.2 MB)

The errors in the outliner are numerous, but they all had been fixed before earlier this year when a similar bug happened in the outliner. Most notably is that “duplicate hierarchy” does not work properly.

Thank you! I’ll relay this back to the team

Hey @rhyan.smith I think what @Dormikon means is the outliner is getting broken with each update. This update broke the duplicate hierarchy (again) and now the Outliner tab keeps moving on UEFN restart also the focused asset keep not being the highlighted asset in the outliner again super annoying. These are re-occurring bugs so it might be a good idea for someone to add these to the internal testing before pushing an update as it is getting so annoying now that the main tab in UEFN is always broken. These have been reported in the past but its a cat and mouse game tbh and there comes a point we just give up reporting the same issues every few months.

Yes, exactly. It would take time to list all the outliner bugs, but they had all been fixed at once the last time, even though that last error report also was only about the duplicate hierarchy thing.

I think Epic should have a general discussion about the update policy. Time and time again awesome features are being added to UEFN, while at the same time core functionality of the engine is severely compromised. Sometimes to the point of making certain workflows impossible.

I remember when after the change of the coordinate system local transform space was broken for months. That made reasonable, effective transform of objects in the level impossible.

I think that ALL the engines core functions should be tested before any update is published, and it would be better to delay an update until such errors are fixed. It does not safe time for the dev team to publish too early, because the bugs have to be fixed anyways.