ERROR: System.ArgumentException: Staged filesystem reference may not start with a path separator or contain an empty path fragment

Hey guys, so I have just utdated to the last version of Unreal: 4.19 and now I can’t build the project.
I can cook it but can’t build it for Windows, both 32 and 64 bits.

It drops me the error from below, which wasn’t there before. Any thoughts?

I have already deleted Intermediate and Saves and checked the Blueprint mentioned in the error, and it almost has nothing weird on it. It’s a blueprint that derives from other and is also a father of other Blueprint, but never got this error before.

I aslo attack here the file named below (UAT_Log.txt):
link text

...

UATHelper: Packaging (Windows (32-bit)): ********** COOK COMMAND COMPLETED **********
UATHelper: Packaging (Windows (32-bit)): ********** STAGE COMMAND STARTED **********
UATHelper: Packaging (Windows (32-bit)): Creating Staging Manifest...
UATHelper: Packaging (Windows (32-bit)): ERROR: System.ArgumentException: Staged filesystem reference may not start with a path separator or contain an empty path fragment (Hellbound\Content\Characters\DemonsSmall\A\BP_HCDemonSmall_A.uasset)
UATHelper: Packaging (Windows (32-bit)):           en StagedFileSystemReference..ctor(String InName)
UATHelper: Packaging (Windows (32-bit)):           en StagedFileReference..ctor(String Name)
UATHelper: Packaging (Windows (32-bit)):           en Project.CreateStagingManifest(ProjectParams Params, DeploymentContext SC)
UATHelper: Packaging (Windows (32-bit)):           en Project.CopyBuildToStagingDirectory(ProjectParams Params)
UATHelper: Packaging (Windows (32-bit)):           en BuildCookRun.DoBuildCookRun(ProjectParams Params)
UATHelper: Packaging (Windows (32-bit)):           en BuildCookRun.ExecuteBuild()
UATHelper: Packaging (Windows (32-bit)):           en AutomationTool.BuildCommand.Execute()
UATHelper: Packaging (Windows (32-bit)):           en AutomationTool.Automation.Execute(List`1 CommandsToExecute, Dictionary`2 Commands)
UATHelper: Packaging (Windows (32-bit)):           en AutomationTool.Automation.Process(String[] Arguments)
UATHelper: Packaging (Windows (32-bit)):           en AutomationTool.Program.MainProc(Object Param)
UATHelper: Packaging (Windows (32-bit)):           en AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
UATHelper: Packaging (Windows (32-bit)):           en AutomationTool.Program.Main()
UATHelper: Packaging (Windows (32-bit)):        (see C:\Users\TobiasMateo\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Program+Files+Epic+Games+UE_4.19\UAT_Log.txt for full exception trace)
UATHelper: Packaging (Windows (32-bit)): AutomationTool exiting with ExitCode=1 (Error_Unknown)
UATHelper: Packaging (Windows (32-bit)): BUILD FAILED

So after hours of attemps I finally discover that now Unreal doesn’t like content folders named with a single character.

I had the mentioned Blueprint inside a folder named “A” (because that represents the class). Changing that folder to something like “ClassA” fixed the error.

I had to change a lot of other folders but atleast have it working now :slight_smile:

Hi!

We have exactly the same issue. I added a bug report linking to this question here.

Thanks for sharing your workaround!

PLEASE Epic, fix this issue! One should of course be able to name a folder with a single character. In my own project, I got several folders named with only one character, and since upgrading to 4.19, building fails. Renaming the folders is honestly not an option since this creates a tremendous amount of linking problems (for examples between materials and meshes placed on different levels). It would take forever to re-link everything.

Good news, looks like Epic has fixed it in the recent Hotfix Update for 4.19.1.
I have just renamed all folders to one single character again and tested everything, all good to go now :wink:

No problem! But everything is working now with one single characters after the hotfix update of Epic at version 4.19.1 :wink: