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[Closed] Migrating blueprints extending from C++ to new project "Cant find file for asset"

I've just tried to migrate a whole set of blueprints over to a new project, with custom C++ code (which I have also moved over and compiled without issue) - when I load up the new project, I get a bunch of errors like so:

Error /Game/Blueprints/MyCharacter : Can't find file for asset. /Script/OLD_PROJECT_NAME Info Failed to load /Script/OLD_PROJECT_NAME.OLD_PROJECT_NAMECharacter Referenced by MyCharacter Property /Script/Engine.Blueprint:ParentClass

Am I doing something wrong with the migration?

Cheers,

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asked Mar 11 '14 at 02:41 AM in C++ Programming

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ue4-archive ♦♦ STAFF
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avatar image Xender Aug 03 '14 at 02:42 PM

I have the same problem, can you help with a bit with this? :) I am trying to migrate Character from ShooterGame

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The question has been closed Oct 03 '14 at 05:15 PM by Doug E for the following reason:

Beta question


5 answers: sort voted first

Hello,

This is a question from the beta version of the engine. We are marking this answered for tracking purposes. If you are experiencing an issue similar to this please post a new question.

Thank you.

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answered Oct 03 '14 at 05:15 PM

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Hi Ineni,

Thank you for citing this issue. I've attempted to reproduce this and have run into the same issue where I cannot re-parent the blueprint which has lost it's parent and get the warning message stating the parent has been removed.

I've submitted a bug report for this to our developers to review and will get back to you with an update once its made available to me.

Thanks! -W

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answered Mar 11 '14 at 02:41 AM

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ue4-archive ♦♦ STAFF
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I can't say if it is proper behavior or not, buuuut:

Solution

What happens if you go the the blueprint

and reparent the blueprint to the C++ class that is listed as being available in your new project?

Rama

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answered Mar 11 '14 at 02:41 AM

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avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 02:41 AM

Hi Rama,

This was the first thing I tried to do, but I can't even open the blueprint to reparent it! :(

Thanks,

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Yeah, I ran into those issues right away, Migrating is full of problems. Another similiar issue with this is just migrating Art assets like the FPP and TPP mesh/skele without doing the Blueprints (from shootergame demo). Migrates okay but when I added the FPP/TPP meshes to the Default PlayerPawn created in the skeleton project (C++) it wouldnt animate. I had to complete recreate a pawn blueprint for the FPP/TPP player and then they animate. Spent two days learning this the hard the way :)

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answered Mar 28 '14 at 01:14 AM

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SteeleDriver
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Heres the log reports to give you an idea and this was just a few sound files:

[code] [2014.03.28-01.16.25:704][ 0]LogLinker:Warning: Can't find file '/Script/ShooterGame' [2014.03.28-01.16.25:704][ 0]LogLinker:Warning: Can't find file for asset '/Script/ShooterGame' while loading ../../../../../EWProjects/EwFps/Content/Sounds/FoleyBodyMoves/Mono/Run_Loop_Cue.uasset. [2014.03.28-01.16.25:704][ 0]LoadErrors:Error: Error /Game/Sounds/FoleyBodyMoves/Mono/Run_Loop_Cue : Can't find file for asset. /Script/ShooterGame [2014.03.28-01.16.25:714][ 0]LogLinker:Warning: Can't find file '/Script/ShooterGame' [2014.03.28-01.16.25:714][ 0]LogLinker:Warning: Can't find file for asset '/Script/ShooterGame' while loading ../../../../../EWProjects/EwFps/Content/Sounds/FoleyBodyMoves/Mono/Run_Loop_Cue.uasset.


As you can see it copied the assests with the hardcoded shootergame dir intact from the demo

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answered Mar 28 '14 at 01:23 AM

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SteeleDriver
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avatar image mikepurvis Mar 28 '14 at 01:31 AM

@SteeleDriver

You can do a name redirect in your config file. I think it's looking for the ShooterGame project and you have a different name.

+ActiveGameNameRedirects=(OldGameName="/Script/[OldName]",NewGameName="/Script/[NewName]") +ActiveGameNameRedirects=(OldGameName="[OldName]",NewGameName="[NewName]")

avatar image SteeleDriver Mar 28 '14 at 01:44 AM

That would fix both the above issues with migrating blueprints and basic assets Altho a simplier fix would be nice. The assets being in a binary format do not facilitate copying from one project to another well at the moment.

avatar image SteeleDriver Mar 28 '14 at 01:46 AM

Oh goody, just found that in there already where it did that for the use of the basic template:

+ActiveGameNameRedirects=(OldGameName="TP_FirstPerson",NewGameName="/Script/EwFps") +ActiveGameNameRedirects=(OldGameName="/Script/TP_FirstPerson",NewGameName="/Script/EwFps")

avatar image Xender Aug 03 '14 at 02:04 PM

I have the same problem when i trying to use fps character, where i can find cofing file to add this lines?

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