Something is broken in saving assets [REGRESSION]

I have not read through the posts but I encountered the issue on my end and managed to solve it.

  1. The issue happens if you do something with type names, editables names or their types or generally with editable fields.
  2. If you rename or delete some, while some prefabs had a default value cached, the prefab will still cache it!!!
  3. You have to find the prefab where that change was made, delete the component, re-add a new one of the same type and save.
  4. This will resolve the issue and the editor will no longer dirty the affected entity tree on each verse build.

In step 3 I said to explicitly delete and re-add, this is because of another SG bug (not reported yet) where clicking on the yellow sign icon does not present the fixup option in the drop down menu. Therefore the only resolution is to delete and re-add in order to get rid of invalid cached data.

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Yes, that’s my solution to, but the problem happen on no SG project to

Is there a temp work around? I have tried many things but I haven’t found one. if someone finds one. it would be awesome if they could share it. My project is not Scene Graph and I’m getting like over 200+ unsaved assets everytime I even compile verse code.

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FORT-954751 has been ā€˜Closed’ as a duplicate of an existing known issue. Origin Issue: FORT-938145

FORT-938145 has been added to our ā€˜To Do’ list. Someone’s been assigned this task.

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This problem still actual for 37.10

Almost all verse devices on scene mark ā€œdirtyā€ (unsaved) every time, when verse code build and one more time when verse changes starts pushing.
Super annoying for working in team, because it happens for all team members and leads to the changes conflict (the same verse devices automatically changes for 2+ team members, which means we need to revert it every time manually before create snapshot)

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I started getting this error with today’s update. not sure if it helps at all. I don’t think I was getting this before today. and not sure if it’s related.

Can confirm exactly same here, super annoying indeed.

This started happening for me too :frowning: Every time I click ā€˜Build Verse code’, it asks me to save the same .uasset files + 2 additional times when pushing Verse code changes (non-SG island).

This is exactly it. I disabled @editable on my variables to iterate quicker with Push Verse Changes. It caused a weird glitch where it cached the old editable value and locked it to the variable. I think any @editable changes will make it go out of sync.

You’ll need to always delete and recreate the verse device to avoid the issue.

I’ve been having the same issue. Since I noticed it was always the same things that needed to be saved, I was going to go through each one and delete them from the scene, as they are just editables that can easily be replaced.
One was a Verse Device and the others were all Npc Devices. I started with the Verse Device and after removing it, I built the code again. It removed that one thing from the list of things that needed to be saved.
Then moved on to the first Npc Device. Removed it, built code, then the problem was magically fixed, even though the rest of the things on that list were still in the scene

I don’t have scene graph enabled and I’m not using the built in version control. It just started happening on a map I’m working on with the V37.00 release of UEFN. This has been driving me crazy. Every time I push an update to the server I have to resave all of my custom Verse devices - even when they haven’t been touched. It also constantly asks at other times if I want to resave my devices. This wastes sooo much time especially when Fortnite is open and this dialog pops up underneath it while you thought changes were being pushed and then you find out 5 minutes later everything is hung up again for like the 10th time because that stupid dialog box was asking again! :enraged_face: This has wasted a cumulative, untold number of hours.

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@NickDroz @Flak

Hey both

This seems to have been fixed for me all the saving assets has gone since the last update. Unsure about other people but for me its working as intended now.

Thank you both and the team as this was a really annoying time waste.

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It’s fixed for me too. Thank goodness! :smiley:

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:tada: Thank you for the update!

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