Unreal 5.6 has gone too far in asset validation!

Just sharing my 2 cents here, between the new interchange plugin and the endless build issues ive been experiencing in 5.6 i think Epic really needs to take a look at the userbase needs and rethink their strategy. Things like soft references that fail builds, etc.

The enthusiast use doesnt have AAA engineers to ensure full compliance with referencing and a number of plugins and FAB assets have referning issues that were ignored in the past but now cause hard fails on builds. I literally just spent 3 days cleaning up a FAB asset for locomotion because the skeleton had shared links that were broken causing the entire build to fail.

Anyways just sharing my thoughts the current strict standards of building is just way to strict and causing more headaches instead of just gracefully handling these references or removing them.

This on top of forcing the Zen system in project launching is just killing me. Having to resort to old fashion cmd builds and essentially bypassing the whole zen system. I don’t want to test in that manor i want to create iterative shipping builds that can be perf tracked and optimized.

Anyways Epic i get it you want clean pipes so that things dont crash but just aborting builds without good tracing and forcing all these new standards in stead of helping the user to fix the issue just adds to so much frustration. The majority of people have disabled your new importer because they cant even get models into the engine to fix. Which again with all the tools you have in engine could resolve a lot of issues like bind poses, scaling, skinning etc but at least let us get these assets into the engine first to work with.