Unable to download any assets from Fab.

Summary

When I go to fab and click on add to project button, in UE shows that it’s downloading the asset but then it doesnt appear anywhere. Also it says that it’s been added to my library, but also there’s no assets there either.
This is a rather infuriating issue, with bridge everything worked nicely and smooth, Fab is just extremely slow, hard to search/navigate and totally unintuitive.
If aint broken, dont fix it!!!

What type of bug are you experiencing?

Purchasing

Steps to Reproduce

As described above

Expected Result

The same result as with Bridge. Select, click download, asset appears in your project.

Observed Result

As described above.

Platform

Chrome

Operating System

Windows 11

Tried to use Epic Games Launcher > Unreal Engine > Library

or using Fab plugin from your project itself

I’m having the same issue. Some assets from Fab will not download into my projects.
I’m currently on UE5.4 and all of the assets I use are meant to work on UE5.4. Yet I keep having this issue. On further investigation, I have noticed that every time a download fails, I get this response on my output log.

LogFab: Error: Invalid Manifest

I haven’t found a solution that fixes the issue yet.

I did try that, nothing there either.

@skfabby, @KomalOffice it seem several people are having that issue, if you can look into that :innocent:

@Grury, @ImPraisen fab team should reply on monday usually. Meanwhile you guys can post the affected url(fab product list) and also post a log from Epic Game Launcher (https://www.epicgames.com/help/en-US/c-Category_EpicGamesStore/c-EpicGamesStore_LauncherSupport/how-do-i-gather-logs-for-epic-games-launcher-a000084789), this should speed up things.

Hi everyone. We would like to look into this but are missing the pieces of info that @Arodi007 calls out. Please share the product URL(s) and your logs so that we can investigate.

I’m having this problem as well. The download progress bar appears for a second but then goes away and a content browser window opens with the completely wrong asset selected. It only happens on one computer and not the other even though they’re both pretty much configured the same.

Did it get solved yet? I am having this issue right now on UE 5.4

(post deleted by author)

I still have this problem on some assets in Fab, but others seems to download with no issues. Tried to add the SurvivalRPGEngine to the project that failed with this error in the logs

LogFab: Display: Asset Type = unreal-engine
LogFab: Display: Is Quixel = 0
LogFab: Display: Base Url https://fastly-download.epicgames.com/Builds/Rocket/Automated/OpenWorl220331c57819V1/CloudDir,https://epicgames-download1.akamaized.net/Builds/Rocket/Automated/OpenWorl220331c57819V1/CloudDir,https://download.epicgames.com/Builds/Rocket/Automated/OpenWorl220331c57819V1/CloudDir,https://cloudflare.epicgamescdn.com/Builds/Rocket/Automated/OpenWorl220331c57819V1/CloudDir
LogSlate: Vector cache flush requested. Reason: Large atlases out of space; 2/1 Textures; frames since last flush: 18444843460486353517
LogSlate: Warning: Setting the threshold to trigger a flush to 2 non-atlased textures as there is a lot of font data being cached.
LogSlate: InvalidateAllWidgets triggered. All widgets were invalidated
LogFab: Error: Invalid pack - either contains a uproject or a uplugin file

Totally understand your frustration—this seems to be a common issue right now.

I’ve experienced the exact same behavior: asset shows as downloading and added to the library, but then simply doesn’t appear in the project or content browser. One workaround that helped me temporarily was manually refreshing the Content folder in UE and restarting the launcher, but it’s not a real fix.

Let’s hope the team prioritizes stability and reintroduces some of the simplicity that made Bridge so effective.

All the best and kind regards,
SFDEMIR