I renamed it and deleted it, but I still get the error from the same place, there is no such folder in my project, but it shows in the log
Just making sure, you fixed up all redirectors after deleting it?
And you deleted it in the ENGINE, not in Windows, correct?
I’ll keep looking for some answers for you, but in the meantime if you could confirm that these things were done it would let me know to keep searching!
I’m sure I deleted it. When I search in Engine or Windows, I see that this folder does not exist. But when I build, I get the same error from the same place in the output log. So from the “İlkin” folder
Hey, that’s great! But it doesn’t keep this issue from happening.
In the Engine, everything is linked together in its own ecosystem. Deleting files in Windows does not allow the Engine to know. You have to delete it in the Editor and that will also delete it in windows.
I cannot stress enough you NEED to do this after every file move or delete. It is EXTREMELY important to maintaining stability.
You are right and I know this.Firstly I deleted folder in the engine but I can’t . Folder was empty and I want to delete it but I can’t. That is why I decided delete folder in windows
Yes, you couldn’t delete it because there is still a URL director in that folder. It does not show in the content browser because it is for the engine’s use only.
This is what “Fix Up Redirectors” will solve!
See this post:
But I have already try this
Deleting project folders in Windows is something you should almost NEVER attempt. Because in the Engine it is looking for things that aren’t there, it doesn’t adapt after the deletion in windows.
What does your content folder look like now? Is it still there?
You said you did it here, but did you click continue or did you cancel? We need to know accurately what you have done and what you have not done, in order to give our best help to you.
It’s seriously late to still make a backup, but do it. make one.
Most likely that caused a problem.
Even if you successfully rename / move a folder a ton of references to assets will break all over the place in UAssets and project settings because the tracking system is a piece of @.s.s. .
First you need to figure out if the project (in the editor) is still working at all or if you have to revert to an older version before the rename / move operations. Have Backups, Source Control, anything.
@Mind-Brain If this automated system rolls over on a character in a directory path, is there a way to manually inject a redirector reliably and globally to that directory path and clear the invalid remains? Like Core Redirects?
Is this something the project has to be updated to at all, or is it just the build tool bugging out? If the project is running fine but the build tool f.a.r.t.s. it’s a bit wild to turn the project upside down if (hopefully) it can be avoided.
Not that I’m aware of- But I’ve never been one to really delve into core redirects as fixing them up has worked perfectly fine for me- after the growing pains of multiple ruined versions and backup restorations early on in my career . A simple renaming should have been enough with a FUR, as far as I’m aware.
I’m not really sure of something like how a core redirect would work for a deleted file, but I like where your head’s at.
Ah that’s just me shouting things. If one tool does not support a path format but everything else works fine I try to look at that specific tool. If unreal lost tracking of something because it has been modified from windows explorer that means what was tracked could now exist in an invalid state. I assume that would include redirectors. If the fix up button doesn’t work then maybe there is a way to list them, remove the invalid ones and inject new ones manually to match the state in windows explorer.
that aside the idea of redirectors popped up in my mind cause if we can do something similar for the build process where the problem pops up we can leave the project intact. Personally I have not used that tool in ages and wouldn’t know.