Problem: At least in my case, this was because the editor was not recognizing a .cpp file that was serving as the parent class of a BP. Notably, the .cpp file existed on both Helix Core (Perforce/P4V) as well as my local machine.
Solution:
Open editor (yields CreateExport warning)
Open a .cpp file
Close editor
Build from the IDE (e.g., in VS Community, Debug → Start Without Debugging)
Should be solved… I also opened the problem level and saved for good measure, but I don’t think that matters.
I had the same issue with a marketplace content pack. I tried all above steps and then some. Then I enabled “force all dependencies to recompile” in project settings / engine / blueprint project settings and … voila, no more errors. I also had many corrupted blueprints. Hope this helps.
I just followed through the Programming Quick Start for Windows exactly, though Live Coding was enabled, so built via Ctrl-Alt-F11 in the editor rather than in VS 2019.
Saved All and quit
Later re-opened the project
Got the same error as OP (except for the Mesh component of the FloatingActor the tutorial has you create).
I resolved the error using xKuusi’s steps above, and it does not recur. Also thankfully UE didn’t make me have to re-place an instance of the Actor.
Seems like it could be related to Live Coding compilation? I realize that only makes sense back to v4.22 though…
I repeated the above with a second brand new C++ Actor subclass, built with Live Coding, placed an instance of it it in the level, and got the same error for that Actor instance after re-opening the project.
I then disabled Live Coding in Editor Preferences, created a third new C++ Actor subclass, built in VS 2019, placed an instance, and did not see the error when re-opening.
Need to explore the output of Live Coding more in detail to see what the difference might be. The good news is that you can still use Live Coding, just so long as you eventually do a build without it.
I came up the same error, and my root cause is, I changed the Config/Default<Name>.ini file, and added some redirects to it!
After I delete these redirects, these errors were gone.
I can verify @Cycl0pso’s post works. These strange steps, in this order also worked for me. Do it all the level copying inside the editor and don’t do a move, or it might break. I actually was never able to have the same level name again in the same location without it getting those errors again…
I am rather sure I did not get a warning for this plugin, when running the conversion - so I spent some hours to figure out why i got these stange messages.
This is how the same AB_BoxTruck blueprint looks in UE4.26 and UE5.1
As you can see the Parent Class is missing in UE5. Same thing can hapen when your C++ code breaks, but apparently UE4/5 is logging this in a very cryptic way:
“CreateExport: Failed to load Outer for resource ‘AnimGraph’: AnimBlueprintGeneratedClass /Game/VehicleVarietyPack/Skeletons/BOX-A/AB_BoxTruck_A.AB_BoxTruck_A_C”
It would make much more sense to me, it I could simply get a list of blueprints that are missing theier parent class… but it seems like that fact is missing completely from the message log??
What I fear even more is that it looks like some are having local issues. That is one one computer the projects open, while it wont on an other. And the problem may not be visible until you try to package the project…
Made me think about the fact that I followed some tutorial, suggesting that you can save a lot of harddrive space - you can open the options and remove some features that you don’t use… but I guess that you may run into problemes if you want to run or upgrade a project that depends on some of this “optional” stuff? ( (181) SMALLER Unreal Engine Installs! Recover 20+ GB - YouTube
So I suggest that you are a bit careful when removing engine features - maybe I an wrong, I hope so.
I just had the same issue in UE5.2.
The solution for me was that I had a TSoftclassOf<> via a config file that I guess was being loaded (or attempted to at least) from a plugin before it was ready.
Swapped it to use a TSoftClassPtr<> and it worked perfectly.
had a similar issue migrated a different project in my main project it didn’t workout as planned so deleted it from file explorer before deleting it from my level
but it worked by deleting the config file from the project
I just had that issue after reparenting blueprints. The only solution for me was to open the level in a backup, delete the reparented blueprints, copy the map to the project and reinsert them.
got the same issue on 5.3.2 and 5.4.2 with the City Crowd Sample. Get this line 160 times, but each for a diferent groom. LoadErrors: Warning: CreateExport: Failed to load Outer for resource ‘MI_Facial_Hair_DynInst’: GroomComponent /Game/CitySampleCrowd/Maps/CitySampleCrowd_LVL.CitySampleCrowd_LVL:PersistentLevel.BP_CrowdCharacter_C_0.Beard. Because the sample is for 5.3.2 I installed that version because I had it running on 5.3.2 earlier, strangely getting the same warnings and blueprint issues as on 5.4.2.
Tried most of the fixes above but no solution. Any tips?
Hi, seems to be fixed in 5.3.4!!! But a latest version metahuman is required in the project
Fix: UE-214612 Groom not rendering with binding asset error