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    Asset “None”

    Hi, I have an a warning in output log:
    1. LogClass: Warning: In asset 'None', there is an enum property of type 'EDepthOfFieldMethod' with an invalid value of '('

    How to find this asset "None" to check his problem? I never created such.

    It is not listed in World Outliner, or any onther statistics.

    Please advice.

    (I'm using blueprint UE4 version, I'm not programmer.)


    #2
    I also have this warning come up. I have no idea how we're supposed to fix it.

    Comment


      #3
      We found the culprit in the collab template and that might be in another as well.

      The DefaultEditor.ini has a string like this: "DepthOfFieldMethod=(INVALID)". You can fix it by either editing it or changing the StaticMesh Editor environment settings to use another profile.

      We fixed it on our end.
      Pierre-Felix Breton

      Sr Technical Product Manager AEC, Unreal Engine Enterprise
      Epic Games - LinkedIn

      Comment


        #4
        Originally posted by pf_breton View Post
        We found the culprit in the collab template and that might be in another as well.

        The DefaultEditor.ini has a string like this: "DepthOfFieldMethod=(INVALID)". You can fix it by either editing it or changing the StaticMesh Editor environment settings to use another profile.

        We fixed it on our end.

        Pierre,
        thank you.

        I did delete "DepthOfFieldMethod=(INVALID)" in the DefaultEditor.ini, hope this is what you meant.

        Where exactly is that StaticMesh Editor environment setting to change profile, could not find it?

        all the best

        Comment


          #5
          What i meant is that ini setting is defining what you see here:

          https://www.screencast.com/t/gvbqW9phlH

          In the development of 4.24 that ini section got corrupted somehow.
          Pierre-Felix Breton

          Sr Technical Product Manager AEC, Unreal Engine Enterprise
          Epic Games - LinkedIn

          Comment


            #6
            O yes :-) thank you

            Comment


              #7
              pf_breton
              Pierre-Felix can you help me on an other on. I running building light map from command line. Starts well but after beginning I have this info on the log, and it stops?

              Code:
              ....
              [2019.12.13-13.57.58:467][ 0]LogDerivedDataCache: Display: Loaded Boot cache: C:/Users/ignac/AppData/Local/UnrealEngine/4.23/DerivedDataCache/Boot.ddc
              [2019.12.13-13.57.58:490][ 0]LogDerivedDataCache: Display: Pak cache opened for reading ../../../Engine/DerivedDataCache/Compressed.ddp.
              [2019.12.13-13.57.58:497][ 0]LogDerivedDataCache: Display: Pak cache opened for reading ../../../Enterprise/DerivedDataCache/Compressed.ddp.
              [2019.12.13-13.58.31:147][ 0]LogContentCommandlet: Display: Loading
              [2019.12.13-13.58.31:148][ 0]LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: 'None' is not a standard unreal filename or a long path name. Reason: Path should start with a '/'
              [2019.12.13-13.58.31:148][ 0]LogUObjectGlobals: Warning: Failed to load '': Can't find file.
              [2019.12.13-13.58.31:216][ 0]LogContentCommandlet: Display: [REPORT] 0/1 packages required resaving
              [2019.12.13-13.58.31:216][ 0]LogInit: Display:
              [2019.12.13-13.58.31:217][ 0]LogInit: Display: Warning/Error Summary (Unique only)
              [2019.12.13-13.58.31:217][ 0]LogInit: Display: -----------------------------------
              [2019.12.13-13.58.31:217][ 0]LogInit: Display: LogPackageName: Error: DoesPackageExist: DoesPackageExist FAILED: 'None' is not a standard unreal filename or a long path name. Reason: Path should start with a '/'
              [2019.12.13-13.58.31:217][ 0]LogInit: Display: LogUObjectGlobals: Warning: Failed to load '': Can't find file.
              [2019.12.13-13.58.31:217][ 0]LogInit: Display:
              [2019.12.13-13.58.31:217][ 0]LogInit: Display: Failure - 1 error(s), 1 warning(s)

              Comment


                #8
                Originally posted by pf_breton View Post
                We found the culprit in the collab template and that might be in another as well.

                The DefaultEditor.ini has a string like this: "DepthOfFieldMethod=(INVALID)". You can fix it by either editing it or changing the StaticMesh Editor environment settings to use another profile.

                We fixed it on our end.
                Hi,
                I'm having same issue. So what do I need to do with that (INVALID) in the
                DefaultEditor.ini, just add a number?
                Raed Abbas
                IMDB
                FACEBOOK
                Circle Of Time the game
                Dynamic Shared Camera

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