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UE4 does not always delete assets.

Deleting an asset in content browser does not always delete a file from the project folder so assets reappear after editor startup. Very annoying.

Product Version: UE 4.14
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asked Feb 14 '17 at 06:05 AM in Bug Reports

avatar image

Yata
464 21 18 40

avatar image Troublesum Feb 14 '17 at 11:26 AM

sometimes this happens just delete them from the file directory.

avatar image Steve Hardister ♦♦ STAFF Feb 14 '17 at 03:30 PM

Hi Yata,

Are you on a Mac or PC? Also when you delete a file, before closing your project right-click on the Contents folder in the Content Browser and select "Fix up redirectors in folder" and save your Project.

Please try this and let me know if it does not resolve the issue.

Thanks,

Steve H.

avatar image Yata Feb 15 '17 at 05:59 AM

Hi Steve,

I am working on a PC. That assets are not converted to redirectors, and I am doing fixups. They just disappear from Content Browser, but then reappear after restart. The .uasset file remains unchanged.

avatar image juztinmikael Feb 15 '17 at 06:14 AM

Delete the file directly from your hard drive then restart your editor

avatar image Yata Feb 15 '17 at 06:17 AM

Yes, I know I can. The question is why Unreal Engine can not do this.

avatar image Yata Feb 15 '17 at 07:10 AM

Ok, Steve, I think that problem is related to maps. Maps are not delete physicaly, and also maps have problems with moving to another place (try moving the folder with maps somewhere) especially to other plugins.

avatar image Steve Hardister ♦♦ STAFF Feb 15 '17 at 03:54 PM

I've tried to repro this with a Blank Blueprint project with Starter Content. Here are the steps I've taken:

  1. Open a new, Blank Blueprint project with Starter Content

  2. Open "Minimal_Default"

  3. Delete table asset from the viewport

  4. Save

  5. Close Editor

  6. Reopen "Minimal_Default"

  7. Result: Table remains removed from viewport

  8. Delete "Minimal_Default" map from Content Browser

  9. Close Editor

  10. Reopen Editor

  11. Result: "Minimal_Default" map is still removed from Content Browser and has been removed from the Windows Explorer directory as well. See Image:

NoMinimalDefault

If this does not represent the issue you are describing, please list clear steps we can follow with native assets that we can use on our end to reproduce the issue consistently on our end. -Thanks!

missingminimap.png (692.0 kB)
avatar image Yata Feb 16 '17 at 04:18 AM

I see, try this.

1) Create new Empty Blueprint Project without Starter Content. 2) Press save level. In Level dialog create two folders New Folder and New Folder 1. Save Level to new folder. https://i.gyazo.com/58a0de96350578b39b94015fbad2f886.png

3) In CB try Move New Folder to New Folder 1 https://i.gyazo.com/8de0f65769e8c799a8d0d8e282f6196e.png https://i.gyazo.com/3063b9dc9b6f40ff92f7c318a69f9c9f.png

Result: Level would not be moved.

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1 answer: sort voted first

Thanks for providing clear repro steps; After taking a closer look, I see that this has already been reported as UE-39208 which, if you follow the link, shows that it has not yet been resolved. You can also use this link to track the status of the bug for future reference.

Thanks for your feedback,

Steve H.

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answered Feb 16 '17 at 06:19 PM

avatar image Yata Feb 17 '17 at 05:54 AM

Not sure if that is the same bug. In my case do this.

1) Create new map, in New Folder and some Blueprint in that folder. Than add a blueprint to a map. Save everything. 2) Now move the whole folder to another place.

Result: Blueprint is moved, level is not.

avatar image Steve Hardister ♦♦ STAFF Feb 17 '17 at 03:51 PM

I'm not positive that this is a duplicate of UE-39208, so I created a new bug report using your new repro steps that you can track here: UE-42091.

avatar image Yata Feb 17 '17 at 05:55 AM

Also another bug I found yesterday. Open two content browsers side by side, and try to move assets from one to another - drag and drop is just ignored. Only works if you drag assets to folders tree in other content browser.

avatar image Steve Hardister ♦♦ STAFF Feb 17 '17 at 04:07 PM

This is by design. If you need to move an asset across windows, you have the option to drag the asset to a different folder in a separate Content Browser window (as you have noted.)

avatar image Yata Feb 20 '17 at 04:25 AM

Sounds like not good design, why is that designed that way? Can that design be fixed?

avatar image Steve Hardister ♦♦ STAFF Feb 20 '17 at 02:55 PM

If you open 2 Content Browser's side by side, you are not seeing two different Content Browsers but a copy of the one and only Content Browser. Thus, moving an asset from one to the other is moot unless you are moving the asset to a different folder. The point of having Content Browsers two, three and four is to allow the user to have a Window that just displays Materials, another to only display sounds, etc.

avatar image Yata Feb 21 '17 at 03:59 AM

I don;t get the idea. While I can select in both content browsers different folders, and they are not the same. Or I don't understand the idea of the same. And both content browsers have their own current path. See no technical limitation to move content from one to another. Strange limitation.

avatar image Steve Hardister ♦♦ STAFF Feb 22 '17 at 09:51 PM

I think I misunderstood what you were trying to do... Yes moving an asset from one folder's viewport in the Content Browser to another folder's viewport in a second Content Browser is currently not possible. While this is not a bug, per se, I can put in a feature request if you feel this is hampering your work flow.

contentbrowser.png (592.2 kB)
avatar image Yata Feb 23 '17 at 03:43 AM

Yes, please. Moving files from content browser to content browser is much more convenient, than dropping them to folder tree.

Other Great Feature which can be implemented is moving content between content browsers of different projects - thus opening migrate content window. Not that that is some very needed feature, but one of that would be nice to have. So maybe when you will have some great update of UE UI usability you will have that in mind.

avatar image Steve Hardister ♦♦ STAFF Feb 24 '17 at 07:29 PM

Your feature request has been officially entered. You can keep track of its status on the following link: UE-42378. Please be aware that since the issue must be reviewed and prioritized by our development staff, it may be a while before it can be addressed.

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