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Failed to load assets - IKinema

I am trying to migrate assets from my launcher version of 4.7.6 to the source version of 4.7.6. However, when I migrate the assets or try to copy and paste them into my new project, I always get Failed To Load Asset wen I try to right click on them. Is there a step I am missing or do I need to just re-import everything manually and remake my blueprints(which would be unfortunate)?

Product Version: UE 4.7
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asked Jun 04 '15 at 02:22 PM in Installation & Setup

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avatar image TJ V ♦♦ STAFF Jun 04 '15 at 02:52 PM

Hi eviltenchi,

In your original blueprint project, had you added any code classes to that project? If so, any blueprints that reference them will not migrate correctly.

avatar image eviltenchi Jun 04 '15 at 02:57 PM

I had added some code as an experiment but I am not using it in any of my blueprints. Also, does not explain why assets like static meshes fail to load.

avatar image eviltenchi Jun 04 '15 at 03:00 PM

just noticed that VS is saying that the asset was made with a newer version which is weird since the source version I grabbed was fairly recent

avatar image eviltenchi Jun 04 '15 at 03:04 PM

I grabbed from Release last time. Should I be grabbing from Master instead?

avatar image TJ V ♦♦ STAFF Jun 04 '15 at 03:13 PM

No, Master branch is quite unstable and we only recommend using it if you want to help test bugs and such.

Since you are using the exact same version of the engine, it should migrate the assets correctly. I will do some tests and post back here in just a bit.

avatar image eviltenchi Jun 04 '15 at 03:17 PM

Version.h of Release says the build version is 0 whereas the launcher Version.h of the Launcher version has a build number. Not sure if this is intentional but I am guessing this is the problem. Downloading from the 4.7 branch instead. Confused as to why the Release branch would not be the same as the current version branch.

avatar image eviltenchi Jun 04 '15 at 04:31 PM

I figured it out. This comes from IKinema's website:

"Building & Using the Editor:

Since UE4.4 Epic has introduced an API version check when loading the Editor DLLs. The IKinema plugin is built using the Binary version (Rocket). To use the compiled IKinema DLLs you will need to change the value of the #DEFINE BUILT_FROM_CHANGELIST from 0 to 1. This is defined in the Version.h file that can be found in


change line 13 from:




Recompile the editor and you should be able to load the IKinema plugin DLLs"

After doing this change, all of my assets would not be loaded since it thought the version was wrong. Any suggestions on how I would go about fixing this so I can still use IKinema?

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Okay, I spoke with one of our devs and having the Changelist number set as 0 or 1 is not the correct way to do this. An actual changelist number must be set in both the ENGINE_VERSION and BUILD_FROM_CHANGELIST.

So try copying the Version.h from the Binary version over top of the Version.h from source. Let me know if that fixes the issue or not.



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answered Jun 05 '15 at 03:39 PM

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avatar image eviltenchi Jun 05 '15 at 03:40 PM

I actually just tried this a couple hours ago and it seemed to work, thanks.

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