Migrate > Asset does not exist on disk
I am constantly getting very weird errors when migrating my content to other projects. In this example I am migrating 4.10 content to an empty project. Both projects dont have any left over re-directors.
Due to nda-reasons I cannot paste a pastebin link with the whole output log, but I can show this: Yellow (error) text:
LogAssetTools:Warning: /Game/Poop_Effects/StaticMeshes/LP_SM_Poop_03 does not exist on disk. LogAssetTools:Warning: /Game/Lasers/Static_Meshes/SM_Test_01 does not exist on disk. LogAssetTools:Warning: /Game/Lasers/Static_Meshes/SM_NP_Swirl_Tail3_01 does not exist on disk. LogAssetTools:Warning: /Game/Lasers/Static_Meshes/SM_LaserBeam_01 does not exist on disk. LogAssetTools:Warning: /Game/Lasers/Static_Meshes/SM_HP_Cylinder_03 does not exist on disk. LogAssetTools:Warning: /Game/Effects/StaticMeshes/SM_RocketRefracMesh does not exist on disk. LogAssetTools:Warning: /Game/Effects/StaticMeshes/SM_Poop_CeilingDrop_01 does not exist on disk. LogAssetTools:Warning: /Game/Effects/StaticMeshes/SM_Poop_WallDrip_01 does not exist on disk. LogAssetTools:Warning: /Game/Poop_Effects/StaticMeshes/LP_SM_Poop_04 does not exist on disk. LogAssetTools:Warning: /Game/Poop_Effects/StaticMeshes/SM_Poop_01 does not exist on disk. LogAssetTools:Warning: /Game/Poop_Effects/StaticMeshes/SM_Poop_02 does not exist on disk. LogAssetTools:Warning: /Game/Particle_Effects/StaticMeshes/SM_Sphere_01 does not exist on disk. LogAssetTools:Warning: /Game/Poop_Effects/StaticMeshes/PooGUN2000 does not exist on disk. LogAssetTools:Warning: /Game/Poop_Effects/StaticMeshes/SM_PoopRocket_01 does not exist on disk.
Red (error) text:
And this is very odd, because: 1. The files do exist on disk, are in the correct folders. 2. The files actually do get transferred to the new project, into the right folders. 3. The files are available in the content browser.. and now comes the "But!"
But! Any shader thats connected to these meshes lost a variety of things. It can be missing material functions:
Texture Sample nodes change sampler types:
Missing Texture Inputs:
Yet, the material function is migrated fine, the texture samples should be identical to the ones prior to migrating, and the textures inputs that are lost, had their textures migrated just fine and are available in the content browser.
I am at a loss at the moment.
So I watched your video, and I am getting some different results when running the replace references command. In your video at the 8:00 min mark, when you go to open your material again after replacing the references, the mesh you are using to replace the original, 'Shot 2', is not presented in the preview window. This is opposite of what I am getting, as after replacing the references of the original preview mesh, 'Shot1', I can open the material and see it is replaced with the newly referenced mesh, 'Shot2.' This irregularity could be part of the issue.
Next, if you move a little forward in time at 8:09, you can see that when you go to migrate the assets, 'Shot1' is labeled as a redirector. This is the exact point in which you need to use the 'Fix up Redirectors in Folder' command. This is the suggested workflow before choosing to migrate any assets that might have redirectors or replaced references, as issues like the one you are experiencing can snowball on itself. I was able to see the referencing error that you point out a couple times when choosing to migrate, but as soon as I used the 'Fix up Redirectors in Folder' the issue resolved itself. We added this option for referencing issues like these, and it is suggested that you use it after replacing references and moving things around in your project to avoid these errors.
With all of that said, I do appreciate you going through the time to create the video to better explain the issue. Unfortunately, if I were to try and report this as a bug, it would more than likely get kicked back as invalid since it is resolved by using the 'Fix Up Redirectors in Folder' option. Avoiding errors like this in the future is just going to take some workflow adaptations, which is good practice. I know you are constantly working in UE4 to keep your packs and other projects up to date, so making sure things are correctly referenced before moving/migrating assets is going to be very important in maintaining the integrity of future projects.
Let me know if the 'Fix Up Redirectors in Folder' option is not working for you, as this can be addressed as another bug. I appreciate your patience while we worked through this, and hate that it gave you so much trouble. Preventative measures can be taken, and the more you know, the better you can prepare.
answered Jun 01 '16 at 02:45 PM
So, after some clairvoyance or whatever you want to call it I tried the following:
Since the file doesnt exist on drive, nor does it exist in that exact folder location in the content browser I was like.. fffffuuuuu** it.
I recreated the folder structure of the unexisting file, and also put a random file there with the same name. (File name: "SM_RocketRefracMesh") This worked, and was save-able.
Now I tried to delete the file, it told me it was still being referenced by a material. Now it becomes funny.
Solution untill actual fix:
This does seem like quite a bug though.
To me it sounds like it could be a referencing issue as it is reporting 'assets not existing' when they clearly do. These two projects you are migrating assets between wouldn't happen to share the same name, would they?
I would take a look at the reference viewer in the content browser for the project you are having issues with, and see if they are indeed tracking back to the correct directory location. You could try deleting your 'Intermediate' and 'Saved' folders to see if that fixes the issue as well.
Let me know if you manage to get this resolved as I am curious to know how for future reference.
answered Mar 18 '16 at 01:56 PM
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