Summary
Since the recent upgrade to UEFN 5.6.038773622+++Fortnite+Release-33.11 any attempt to use Launch Session fails on UEFN Validation with substantial number (probably all) standard BP and Device assets in any of my projects on both workstations with many of the following typical Message Log lines:
LogValkyrieValidation: Error: Found disallowed object type /Script/Landscape.Landscape:PersistentLevel.BP_Creative_Player_Spawner_Prop_C_UAID_3085A9982C486BA001_1993785965, Referenced by:content/externalactors/levels/landscape/e/s8/azz2qylitiprwqqy8h2g71.uasset (Device_CRD_AudioPlayer_C),content/externalactors/levels/landscape/6/3e/efvf74ngxpwhlxiq4hrchy.uasset (Device_AnalyticDevice_V2_C), Plugin mount point:/a8210d3a-42c7-90a6-1cc0-a0ae49ff81e0.
Please select what you are reporting on:
Creative
What Type of Bug are you experiencing?
Assets
Steps to Reproduce
- Open any (larger) UEFN Project that have custom assets and/or devices that persist data using standard capabilities (not Verse related)
- Choose the Launch Session button;
- Wait for the progress pop-up to go through the common steps of Init, Prep, (client-side) Validation, Matchmaking and uploading… OK
- Fortnite will launch and connect, but without any actual session loaded since the (I presume on cloud-based server) validation fails with 300+ lines of:
LogValkyrieValidation: Error: Found disallowed object type /Script/Landscape.Landscape:PersistentLevel.BP_Creative_Player_Spawner_Prop_C_UAID_3085A9982C486BA001_1993785965, Referenced by:content/externalactors/levels/landscape/e/s8/azz2qylitiprwqqy8h2g71.uasset (Device_CRD_AudioPlayer_C),content/externalactors/levels/landscape/6/3e/efvf74ngxpwhlxiq4hrchy.uasset (Device_AnalyticDevice_V2_C), Plugin mount point:/a8210d3a-42c7-90a6-1cc0-a0ae49ff81e0.
(…)
LogValkyrieValidation: Error: Found disallowed object type /Script/Landscape.Landscape:PersistentLevel.Device_Trigger_V2_C_UAID_3085A9982C48781C02_1629670210, Referenced by:content/externalactors/levels/landscape/4/vk/xeimopg2hea8xa23zm1r8x.uasset (Device_CinematicSequence_C), Plugin mount point:/a8210d3a-42c7-90a6-1cc0-a0ae49ff81e0.
Expected Result
Fortnite itself does get spawned from UEFN during the Launch Session sequence. It should eventually receive the uploaded custom island as UEFN Edit Session for creative development and playtest purposes.
Observed Result
Fortnite remains in common 3rd person view inside the tree area waiting for the UEFN upload that cannot fully validate. Shows on the HUD:
EDIT MODE
Push Changes to Refresh
But such changes can never arrive at session instance as UEFN Validation (LogValkyrieValidation) from Editor side fails.
Platform(s)
Windows 10 Pro 22H2 as well as 21H1
Island Code
3677-0778-8629
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Additional Notes
- Migrating the full Level and associated assets to a new empty project does not resolve the issue and shows the exact same behavior.
- Also, attempts to use the Editor’s functions named Asset Actions > Validate Assets returns nothing (and does not jump to any Message Log section. Should it?).
- (!) Another attempt by using the Editor’s Asset Actions > Validate Assets and Dependencies does list an alarming number of Asset Check issues (660) stating issues like:
/BlankProject/Landscape Validating asset
/BlankProject/Landscape contains valid data.
/Engine/EngineMaterials/DefaultDiffuse Validating asset
[AssetLog] /Engine/EngineMaterials/DefaultDiffuse : Package …/…/…/Engine/Content/EngineMaterials/DefaultDiffuse.uasset failed to open. (FortValidator_FortExposedAssets)
/Engine/EngineMaterials/DefaultDiffuse Errors logged while validating asset Package …/…/…/Engine/Content/EngineMaterials/DefaultDiffuse.uasset failed to open
/Engine/Functions/Engine_MaterialFunctions02/Utility/MakeFloat2 Validating asset
/Engine/Functions/Engine_MaterialFunctions02/Utility/MakeFloat2 Failed to load referencer to validate it: Failed to copy package file to C:/Users//AppData/Local/UnrealEditorFortnite/Saved/BrushBounds_631: error code 1 /Landmass/Landscape/BlueprintBrushes/Materials/Internal/BrushBounds
/Engine/Functions/Engine_MaterialFunctions02/Utility/MakeFloat2 Failed to load referencer to validate it: Failed to copy package file to C:/Users//AppData/Local/UnrealEditorFortnite/Saved/M_Underwater_PostProcess_632: error code 1 /FortWater/Materials/PostProcess/M_Underwater_PostProcess
/Engine/Functions/Engine_MaterialFunctions02/Utility/MakeFloat2 Failed to load referencer to validate it: Failed to copy package file to C:/Users//AppData/Local/UnrealEditorFortnite/Saved/M_FN_WeaponOptics_Parent_633: error code 1 /Game/Packages/Fortress_SharedMaterials/Base_Material/M_FN_WeaponOptics_Parent
(…)
Are all my Fortnite + UEFN Packages corrupt since last update? Unlikely?
- The Asset Actions > Fix Validation Issues almost immediately returns with Message Log (Validation Fix-up) stating “0 objects were automatically updated to resolve validation issues”.
Are devices like Device_Tracker_V2_C, Device_AnalyticDevice_V2_C and Device_GuardSpawner_V2_C still supported? I do hope so :-S
It occurs to me that the number of LogValyrieValidation (UEFN Validation) errors (604) is roughly the same as the number of all *.uassets in my project that do pass the client-side Asset Check (679) as usual. Nothing really changed in my project. All development is now halted as none of the projects make if into an Edit Session inside Fortnite successfully.