(UE5) Preview 2 Directory File Paths Changed? "/All/Game/" instead of "/Game/"

So we’ve been playing around with Early Access 2 of Unreal 5, and found that we cannot easily download it onto new machines anymore, as Preview 2 is the only option in the Epic Games Launcher. We work in the Sequencer and Movie Render Queue to deliver animated content, not games, just to make that clear. We have been testing Preview 2 before moving over, and only had a few small issues (interior bounce lighting is different, our cameras are rendering 4:3 instead of 16:9 unless we turn off “Constrain Aspect Ratio”, etc.) but it’s mostly been ok. I personally really want some of those new features, too.

This was until I realised my blueprint tools were not working, because for some reason, the entire Unreal virtual path system has changed, seemingly with no important documentation or announcement beforehand. Virtual paths no longer begin with “/Game/”, they begin with “/All/Game” instead, which broke all of my tools that rely on searching the Content Browser for importing assets out of Maya.

It won’t take that long to update all my tools, but I just want to ask…why was this done? Was there a reason for this, and if so, what was it? Will this change be permanent? Is there any documentation about it? It’s quite a major change to update the directory structure per project, I really thought something like this would have been made clearer. The worst part was that while my BPs didn’t work, they also wouldn’t return any compile errors, which made it take far longer to figure out what was wrong.

Hope that was clear, thanks for any tips.

EDIT: Fun new problem! Some functions/nodes inside of blueprints are still trying to use the “/Game/” paths and not “/All/Game/”. We have a tool that looks for metadata inside Unreal, and loads it for use. It finds it by searching within “/All/Game/…” then finds the asset, and returns its specific Virtual Path, which of course, contains “/All/Game/…” at the start. Problem is, when I plug this Virtual Path into the “Find Asset Data” node (which worked fine in UE4 and UE5 Early Access), it returns an error:

“LogEditorScripting: Error: FindAssetData. Failed to find the AssetPath. Can’t convert the path ‘/All/Game/project_content/02_shots/sr_002/ep_001/sq_001/BA_sr002_ep001_sq001_shsetup_shotMeta_ue5.BA_sr002_ep001_sq001_shsetup_shotMeta_ue5’ because it does not map to a root.”

Fun thing is that I can fix this…by REMOVING “/All” from the start of the virtual path. So, “/All/…” was added in this version, but then some things don’t even use it properly. Awesome? What’s going on here?!

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We had the same issue. It was a Class related issue in our case. The problem is that when you get the Class path from the nodes, it comes as “FileName_C”. This name can be used by Unreal Engine 4 to locate the asset. However, in Unreal Engine 5, the “_C” part is causing problems.

We fixed it by adding Get Base Filename with Remove Path unchecked. It also works in Unreal Engine 4.

FWIW, I was running into a similar problem with the “Other Developers” filter and tracked it down to the fact that when the “Show All Folder” option is enabled in the Content Browser, the virtual paths of all items get a /All tacked on to the front of them, so /Game/Developers becomes /All/Game/Developers.

Disabling that option “fixed” the problem.

Hi!! You saved my sanity with this post. I am not joking…
One question. How did you figure out that path need “/All” ?!

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