Developer Notes

/Saved/SaveGames is not a valid UE4 path. UE4 does not define or recognize /Saved/ root folder. Valid options are:
/Engine/
/Game/
/Script/
/Temp/ <- this is the one that maps to Saved folder

Description

Attempting to call LoadAssetDataFromPath with the path set to the default save location (/Saved/SaveGames)

Steps to Reproduce
  1. Open UE4 Editor (Third Person code template)
  2. Add code to project based on SaveGame (MySaveGame)
  3. In -Project-GameMode.h add the followng:
    virtual void StartPlay() override;
    void PopulateSaveList();
    
  4. In -Project-GameMode.cpp add the following:
    a.
    #include "MySaveGame.h"
    #include "Runtime/Engine/Classes/Engine/ObjectLibrary.h"
    

    b.

    void A[Project]GameMode::PopulateSaveList()
    {
    
    	UObjectLibrary* MetaSaveLibrary = UObjectLibrary::CreateLibrary(UMySaveGame::StaticClass(), false, GIsEditor);
    	MetaSaveLibrary->AddToRoot();
    	 
    	MetaSaveLibrary->LoadAssetDataFromPath(TEXT("/Saved/SaveGames"));
    }
    
    void A[Project]GameMode::StartPlay()
    {
    	PopulateSaveList();
    }
    
  5. Compile and PIE

Result:
Editor crashes when the play button is pressed

Callstack
MachineId:9FA88CA44B7C623122B0039D6C8BA1B0
EpicAccountId:c807849e05a0413d99e379f2802cae9c

Unknown exception - code 00000001 (first/second chance not available)

"Fatal error: [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.10\Engine\Source\Runtime\CoreUObject\Private\Misc\PackageName.cpp] [Line: 345] 
LongPackageNameToFilename failed to conver

UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\misc\outputdevice.cpp:374]
UE4Editor_CoreUObject!FPackageName::LongPackageNameToFilename() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\misc\packagename.cpp:347]
UE4Editor_AssetRegistry!FAssetDataGatherer::DiscoverFilesToSearch() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\assetregistry\private\assetdatagatherer.cpp:379]
UE4Editor_AssetRegistry!FAssetDataGatherer::Run() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\assetregistry\private\assetdatagatherer.cpp:96]
UE4Editor_AssetRegistry!FAssetDataGatherer::FAssetDataGatherer() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\assetregistry\private\assetdatagatherer.cpp:34]
UE4Editor_AssetRegistry!FAssetRegistry::ScanPathsSynchronous_Internal() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\assetregistry\private\assetregistry.cpp:1654]
UE4Editor_Engine!UObjectLibrary::LoadAssetDataFromPaths() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\objectlibrary.cpp:303]
UE4Editor_Engine!UObjectLibrary::LoadAssetDataFromPath() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\classes\engine\objectlibrary.h:139]
UE4Editor_SaveGameStuff_4099!ASaveGameStuffGameMode::PopulateSaveList() [d:\projects\4.10\savegamestuff\source\savegamestuff\savegamestuffgamemode.cpp:26]
UE4Editor_Engine!UWorld::BeginPlay() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\world.cpp:3082]
UE4Editor_Engine!UGameInstance::StartPIEGameInstance() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\gameinstance.cpp:274]
UE4Editor_UnrealEd!UEditorEngine::CreatePIEGameInstance() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\playlevel.cpp:3012]
UE4Editor_UnrealEd!UEditorEngine::PlayInEditor() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\playlevel.cpp:2259]
UE4Editor_UnrealEd!UEditorEngine::StartQueuedPlayMapRequest() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\playlevel.cpp:1048]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\editorengine.cpp:1244]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\unrealedengine.cpp:361]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launchengineloop.cpp:2427]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll

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Won't Fix
ComponentUE - Foundation - Core
Affects Versions4.10
Target Fix4.11
CreatedNov 20, 2015
ResolvedFeb 29, 2016
UpdatedFeb 5, 2017