Unable to Launch Session of UEFN project due to errors

Summary

Hello, I’ve been experiencing some issues with my UEFN project as far as launching my session. If anyone could help or just guide me in the right direction towards a solution I’d greatly appreciate it.
At first when I tried to launch it would say “failed to import Fortplaysetroot” and it was just a specific one. Sorry I don’t have all of the details. But after looking up solutions and finding one in the forum, it told me that deleting the Fortplaysetroot that was having issues would be fine. After doing that I stumbled across another issues which I was kinda fearing. This is what the errors are saying now:

/RespawnRoyale/RespawnRoyale: The level ‘Respawn Royale’ is flagged as a Playset and has 1 Island Settings Devices. Playsets Should not contain any. (ValkyrieValidator_WorldLimits)

/RespawnRoyale/RespawnRoyale: The level ‘Respawn Royale’ is flagged as a Playset and has 1 Island Settings Devices. Playsets Should not contain any. (ValkyrieValidator_WorldLimits). (FortValidator_WorldParitionActors)

Like I said it only happens when I launch session and not when I normally just load into my project on UEFN, that works fine. However, when I launch it gives me a “Validation Error”.

When looking at the reference viewer this is what I see:

referenceviewer2
referenceviewer2
1921×1041 198 KB
Not sure what to do here on the reference viewer and don’t wanna mess anything up either but I thought this info would help. Sorry I don’t have more screenshots, it only allows me to have one. Again, if someone could please let me know a solution I’d really appreciate it.

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Island Settings

Steps to Reproduce

1: Load into UEFN Project and launch session.
2: Get a “Failed to Import FortPlaysetRoot” error.
3: Delete the “FortPlaysetRoot” that’s is experiencing the import error.
4: Launch session again.
5: Get a “Validation Error”

Expected Result

Well I originally would just be bale to launch my session with no errors.

Observed Result

I end up getting a validation error along with

/RespawnRoyale/RespawnRoyale: The level ‘Respawn Royale’ is flagged as a Playset and has 1 Island Settings Devices. Playsets Should not contain any. (ValkyrieValidator_WorldLimits)

/RespawnRoyale/RespawnRoyale: The level ‘Respawn Royale’ is flagged as a Playset and has 1 Island Settings Devices. Playsets Should not contain any. (ValkyrieValidator_WorldLimits). (FortValidator_WorldParitionActors)

Platform(s)

Windows 10

hi @audieloco
In the Outliner window type control + a to select all.
then follow picture

Fix Validation will attempt to fix problems

Failure again means needing to verify your installation
Verify UEFN

The try to Fix Validation will attempt to fix problems

Hey, appreciate your help. I tried validating the issues and that didn’t work so then I went and validated UEFN and Fortnite and tried it out but it’s still telling me the same things. Was I supposed to Validate Issues on UEFN again after validating both Fortnite and UEFN? Hopefully my project isn’t doomed.

hi @audieloco ,
The only other way is to import all the assets into a new blank island.
That way the failing assets won’t be imported and you will have a clean project

@Jimbohalo10
So would I still have everything I’ve worked on? And do you know how I can do that?

What have you got in your World Settings under Creative Playsets ?

@Hardcawcanary

Hey, this is what I got:

****Update: I unchecked “Is Playset” and the Validation Error went away and I’m able to Luanch Session again but in the loading room an error occurs and I get the failed to Import the FortPlaysetRoot again.

Yeah for a playable map, keep the is playset unchecked.

To create a playset is like making a prefab.

One of the errors in the first post was FortValidator_WorldPartitionActors, I am wondering if this reference is in your HLODlayer but not being deleted. So it keeps trying to reference the deleted content from HLOD layer… not sure though…
You can try getting a fresh new HLOD layer, use these steps

This is how I delete HLOD Layer (pasted from a text file)

  • Close Fortnite Edit/Play Mode
  • Check-in Changes and make a snapshot with URC
  • Make a new HLOD Layer in Content Browser - Right Click>World>HLOD Layer
  • Delete existing HLOD Layer - Replace References to the new one -
  • DON’T Save When it asks, otherwise it will possibly keep bad references in there
  • Double Click on Level Thumbnail
  • Now you can Save if prompted.
  • Then do a Build Landscape - ignore Yellow Warnings - use drop the down filter to deselect them - deal with Red Errors
  • Double Click your Level Thumbnail again, Save if prompted
  • Build HLODs
  • Try to launch session
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Hey @Hardcawcanary I’m trying to follow the steps but after trying to build the landscapes, I got some red errors and its talking about the Water Brush, here’s a screenshot:

WaterBrush is generated by putting rivers and lakes on terrain, I think it holds the waterbodies “affects landsacape” info.
They tend to stick around after a landscape is removed, so you can delete those.

@Hardcawcanary Okay so I was able get everything done but the Build HLOD doesn’t work and it doesn’t give me any logs to tell me anything. But I guess the good thing is that I am able to Launch Session like I’m supposed too. Will the HLOD not building be an issue?

i notice you don’t have any landscape, so if your distance visuals don’t go beyond your loading range it should be OK
otherwise you’ll have objects popping up when you get close.

Somethings going on though, can you show your World Settings, World Partition Setup ?

@Hardcawcanary Is this for the rendering and all of that because my map is kinda big (like 1/2 of a typical battle royale map) But here are the World Partition Settings:

I’m an idiot, I don’t know why I said you had no landscape… must have been half in something else brain all greasy with midnight oil… oops, ignore that…

Yeah you definately need to have the HLOD system working then.
What happens when you try to build HLODs ?

What have you got for the Cell Size and Loading Range. ?

@Hardcawcanary You’re all good no worries at all, I really really appreciate all this help too, I was freaking out over here for a minute. But here’s a screenshot of what I get after trying to build the HLOD for a while. There’s no log that pops up so I don’t really know what’s causing the issue.

Also, here’s the cell size and loading range I have right now:

Its dodgy when the log doesn’t pop up…
Check the Output Log and find the Message Log in Window menu, they might have some info, otherwise we’ll have to manually check around.
One thing to do is detach, attached stuff, unless you need it attached.

Your loading range looks huge, try setting it to 12800 too.

But thats probably not the issue

@Hardcawcanary I gotcha, but one question, where do I go to look for stuff that’s detached or attached ?

In the outliner, but may not be the problem if your asking this question.

The most common attached stuff is in prefabs.
It may not be necessary, but I usually drop a prefab into a folder and right click>detach what I’m using from it and delete the rest or the empty prefab root.
I did find a prop in the mega mall prefab yesterday that was not spatially loaded, which would stop a HLOD build because it was attached to the spatially loaded prefab.

The non-spatially loaded actor attached to a spatially loaded actor issue, will show up in the message log after a build landscape…

but it’s yellow… which is a problem because of the sea of null staticmesh.

However this is probably not the issue…

Maybe we should try to find out if the original playset is still causing problems…somehow

Are you getting any more fortplayset mentions ?
Is there anything about playsets in the reference viewer ?

hi @Hardcawcanary @audieloco ,
Still following this thread :sleeping: , but your talk of references has woken me up :rofl:

There is a problem with references UEFN and FAB when this came out of FAB Alpha to Final

In my workaround starting the Metahuman Importer allows FAB references, possibly after June 2024, to work.

fab and UEFN not working -Possible workaround

Remember that some assets may not appear in the new FAB as the Seller has declined to update them. There is one in my FAB library because the final version is now $249 :rofl:

Low Marketplace Sales - Distribution / UE Marketplace - Epic Developer Community Forums

FAB UEFN status update at 31.41

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@Hardcawcanary So I’m thinking that this has been caused by the taco restaurant prefab I placed down now that your talking about them. I placed it down to grab certain assets and I noticed that when I deleted it from the outlier, the things I had copied from it also got deleted, so I undid my change and left it there after realizing I still needed the prefab. I’m just saying this because if I’m not mistaken, when I tried to get back on I ran into all of these problems. Anyways, I took a screenshot of what I still have placed down (some didn’t delete) and also showed the outlier because the folder with HLOD looked odd to me. But don’t know if there’s anything else in specific that I should be looking for there

Also, after trying to Build the HLODs, I got the same validation error. This time I checked the message log and didn’t see anything but saw a bunch of red in the output log so here’s what I’m looking at.

I’m not getting any mentions when I load up the project or when I try to launch session like I did before, that all works normally now. I’m looking at the reference viewer of the “Project Name Level” in the Content Browser. I don’t see anything that specifically says “Playset” so I’m not sure. Here’s a screenshot:

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