Warning when opening level: CreateExport: Failed to load Outer for resource

Hello! I’m making a simple escape room type game for practice, which has various blueprints that use FBX files as their static mesh. I have two levels, one is the main menu and the other the actual game, but the unreal project set up to where when starting up the project it opens on the main level.

However, I noticed that if I have the main menu open in the editor and switch back to the main level, I get a bunch of these errors.

However, this only happens when I load into the main level from the editor. I don’t get this warning when I load my project, or if I play-test my game from the main menu and then load into my main level and then exit.

Some things to note are that I started this project in Unreal 5.5 and it automatically transferred to 5.6 when the update released. Another thing I noticed was that whenever I tried to load in an FBX file by dragging it into the content browser while working on this project, it didn’t work but it did work when I imported it from File → Import into level.

I don’t know if any of these factors or something else completely different is what’s causing this. I’m still new to Unreal Engine, so I’m a bit nervous to delete anything from the file explorer. In fact, I’m still not quite used what certain files such as .cpp are or how to navigate and recognize what certain folders are outside of the content browser and assets. I’m really hoping I don’t have to completely start this project over from scratch, so if someone could help me solve this, that would be great! :folded_hands:

can you share the actual log file? that will give more context.

it could be that you’ve imported files incorrectly by copying the files on the disk instead of inside ue.

or maybe you have the assets in data layers, or sublevels, or other references that might not be loaded.

or maybe your cache is broken. have you tried deleting intermediate, binaries, and saved folder? (i recommend to backup saved for a while)

can you share more details of your project?

Yes, so to start I’ve been importing my models from blender using FBX files. As I stated above, I only get these errors when loading/opening my main level in the editor. Something I noticed was that when I was trying to import an fbx, I would only get an “Import Failed” message if I tried to drag the file into the content browser. But it would somewhat work if used file → Import into level instead, where it would import the fbx, but with a bunch of extra stuff like an fbx scene, the meshes all separate, etc.

The image I posted above are all load errors. I’m not familiar with data layers or sub levels, so that might be tricky to explain. How do I share the actual log file? I’m still a beginner so everything else didn’t make any sense to me.

Does this help?

sorry i saw it then got busy.

i’m not entirely sure, but i think what’s going on is that the import is failing and that’s creating issue.

basically the imported asset is corrupted inside the engine.

i think you should try to export in other format, like gltf. it’s not the first post i see around complaining that importing an fbx brings problems.

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I see, I wonder why it has so much trouble with importing FBX files?

I tried importing an FBX inside a new project and it seemed to work fine, but with current project I tried importing my mesh as a gltf and it seemed to work fine. I’m actually amazed because it seems exactly the same but way easier to manage.

But what are the differences between FBX and gltf? Is there anything I should be aware of or are they basically the same?

And what should I also do with the assets that are already imported and implemented into my project?

I dont know exactly to be able to explain properly, but its very easy to find online.

There are some posts in this forum discussing their differences.

As for the imported broken assets. Delete them if you can id say. Make sure to have a backup before. Delete them before importing the new ones.

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I see, thank you for this resource! It’s certainly helpful.

Is there a way I can tell unreal “delete this asset but replace it with this other one”?

yes, try to delete it, and if it’s still in use it will give you that option.

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