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"Can't find file for asset", but the asset is not being used at all

Every time I open the editor I got several "Can't find file for asset" errors (and I suspect these errors will also occur if I try to package the project).

alt text

These assets doesn't exist anymore, but the most important is: they are NOT referenced anymore. They are stucked in my blueprints like plagues.

There are a lot of posts of people with similar issues, and all of them manage to fix by recreating the assets and/or references... which I think is a bit ridiculous approach for a problem that appear to be very common. Is there a more smart way to fix this problem? Fixing up the redirectors didn't work. I don't think there is a magical button to remove this kind of inconsistent data (I wish), but maybe a script or C++ code?

(A more detailed explanation: I had some USoundBase properties in my classes. Since I am migrating to FMOD, I removed that properties from the classes. After that, I tryied to delete the old audio assets and the engine kept insisting that they are being referenced (which they definetely were NOT, unless we are talking about a ghost property here, which doesn't exist anymore but keeps referencing assets). I forced the deletion, expecting that at least Unreal would be smart enought to finally remove the reference, but unfortunetelly it didn't happen).

Product Version: UE 4.20
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asked Mar 11 '19 at 08:32 PM in Using UE4

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Marcio Rosa
16 3 3

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5 answers: sort voted first

So, I was not trying to fix this issue on my project until today, and fortunately I was able to fix.

First, I create a new asset in the same folder and with the same name of the missing asset (SC_UI_Back). Then I opened each asset that was referencing this asset using the reference viewer. (Of course there are no real references, but since the engine insisted that the references exist, at least the reference viewer show these assets). Then I did any silly modification in the assets (I added a "Print String" node, just to immediately delete two seconds later) just to be able to click the "Compile" button and the "Save" button. After repeat the process in all assets that are "referencing" the SC_UI_Back, I was able to delete SC_UI_Back because now the engine magically doesn't think it is being referenced anymore.

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answered Apr 25 '19 at 06:52 PM

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Marcio Rosa
16 3 3

avatar image lariki Apr 26 '19 at 07:50 PM

I think this is a possible fix for this issue. Still a pain in the butt.

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Hi,

You could try to Right click on the content folder and fix up redirectors in folder. Close the Project and delete the Saved and Intermediate folder. Also, make sure the referenced files are deleted in the explorer.

If that didn't solve the problem you might migrate the whole project in a new empty project. (Usually, this is what helps me to solve issues like this)

Hope that helps.

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answered Mar 11 '19 at 11:19 PM

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lkav
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avatar image Marcio Rosa Mar 13 '19 at 06:09 PM

Fix up didn't work. Migrate the whole project... I refuse :P. UE4 SHOULD have a better way to handle this kind of thing without make us to destroy everything and recreate. I will try to delete some folders and build folders though, I didn't tried that yet because it usually took a few hours, but I think I have no option.

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I have the exact same issue with FMOD and UE4 . Seems like your issue appears for UI sounds only, like mine, so this might be something to look at. Will reply if i find anything useful.

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answered Mar 12 '19 at 09:11 PM

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kangelos
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avatar image Marcio Rosa Mar 13 '19 at 06:14 PM

Do you have this errors with FMOD assets? Because I am having the errors with the old assets, the sound cues, which I replaced by the new FMOD events assets.

I think this caused the errors. I have some properties (for example, "ExplosionSoundFX") in my C++ classes. I replaced these properties with new properties with the same name, but now with the type "UFMODEvent". UE4 appears to not be smart at all, instead of remove the old values, they are now lost in a limbo inside the blueprints.

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Seems like the solution for my issue was quite simple! I just had to right click on the UI widget blueprint asset in editor and click save. I did this for all UI widget blueprints and all references were fixed. Hope that helps.

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answered Mar 13 '19 at 03:58 AM

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kangelos
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avatar image Marcio Rosa Mar 13 '19 at 06:15 PM

Didn't work. I also tried to make a silly modification (for example, add a node and delete it), recompile and save. Didn't work either.

avatar image kangelos Mar 13 '19 at 06:19 PM

Try to recreate the event in FMOD , same name and same folder as appears in ue logs. Build your banks, load your project in unreal and try again. I had this problem with FMOD assets like you and its fixed now.

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I have been struggling with this issue for ages now. I know I have removed the asset. And I know it was used in the files that are having this issue. I deleted them anyway. But now there is no way to remove the hidden reference from the blueprint files. Anyways, UE4 has so many referencing issues that makes me lose my mind. I have to imagine this is a very common issue with people but there seems to be no publicly available fix for it. Recreating the blueprint IS NOT a fix.

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answered Apr 25 '19 at 06:02 PM

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lariki
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avatar image Marcio Rosa Apr 25 '19 at 06:58 PM

I loose my mind sometimes too. The way UE4 manages data is a mess, I already had dozens of issues related to data. I still have a blueprint which I can't add a component called "MissileTarget" without crash the engine because one time years ago the blueprint already used a component with this name and now it is stucked there forever.

I posted my fix a few minutos ago, I basically recreate the missing asset and then I made any silly modification in the other assets just to be able to recompile and save. The workaround fixes the issue for me. At least for me there was just a few assets to fix.

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