.....THANK YOU!!!!! Been dealing with this for months and just kinda went "welp guess I can't do anything with this now" and left it. WHY are these things invisible to begin with! I had layers upon layers of these things and didn't even know they existed. Thanks again!
3:05 I'm not unreal programmer, but we do this with software development, when we are refactoring a code to different location, but others too reference that file in their code that we do not have access. we fix our references to point to new location but leaving the original code in same place, making sure we don't break other's code, allowing them to fix their own code. Thank you for tutorials, I hope we see a lot more videos, like at least 5 a day 😝
Thank you. I had a weird issue where I would continually get the same redirectors even after using the option to fix them. Showing them via the filter and updating them one by one fixed the issue and this video helped pointing me in the right direction :)
Thanks for this! Whenever I submit content to the Unreal Marketplace I always get the bounced back to me saying I need to fix up the redirectors. After today being the 4th time to get an asset pack rejected, I sought to learn what in thhe heck the redirectors were. Your video clued me in on how they get created!
Very helpful, i think anyone who learns unreal especially in a shared work environment should learn about these as once you add source control ontop of redirectors its gets very messy, very quick.
Thanks for the in depth explanation. I am in the habit of right clicking my Content folder and clicking Fix Up Redirectors whenever I move something, but now I understand more about what's actually going on. Please keep these informative videos coming!
The option to fix but keep the redirector is useful when you have a game that has a modding SDK. You can fix the references for those assets in your game but keep the redirectors so that modders can fix the references in their mods. You can then give them some time to do it and get rid of redirectors in the next patch.
Does this tool also deal with external file moves? I moved a project from one computer to another (including all the imported datasmith files) in windows explorer, and now I cannot use the reimport or reimport with new file to bring in updates exported from my DCC.
what I don't get is why it doesn't just happen automatically, or pop up a box saying "hey these files are referenced a bunch- should we move this shit and create redirectors? or do you want to wait for us to fix all those references right now"
Does that mean that the place that is referencing the asset also needs to be resaved? For example: I move the static mesh referenced by the level. I fix up redirectors, doest that also change the level map asset file? If not I don't understand the point of redirectors, why doesn't UE fix them up automatically? What is the pitfall here, or the danger when fix uping redirectors? Why do they exist?
You don't have to re-save the level if you fix up a redir. The main purpose of them is to help you track changes. For instance, if a dev on a large project moved a bunch of stuff and checked in their changes they might break the build. In which case, another dev or QA could use the redirectors to track down what changed in order to figure out why it broke.
Wait, so there is no solution to this? Once the problem occurs you are permanently doom to put up with this in the project? having to delete redirectors, and dealing with duplicated folders? I have "Fixed Up Redirectors" in every folder, but still when I rename one of the folders, another copy of the folder appears. So Fixing redirectors doesn't really do anything, it just deletes the redirectors, but the folders are permanently damaged, right?
Just a simple rename of a folder (which works perfectly when done in Unity!) causes so much hassle here in UE! I still can't for the life of me (even following this video exactly) get the redirectors to go away and allow me to remove the old folder! Oh well, just have to live with it! lol!
.....THANK YOU!!!!! Been dealing with this for months and just kinda went "welp guess I can't do anything with this now" and left it. WHY are these things invisible to begin with! I had layers upon layers of these things and didn't even know they existed. Thanks again!
3:05 I'm not unreal programmer, but we do this with software development, when we are refactoring a code to different location, but others too reference that file in their code that we do not have access. we fix our references to point to new location but leaving the original code in same place, making sure we don't break other's code, allowing them to fix their own code.
Thank you for tutorials, I hope we see a lot more videos, like at least 5 a day 😝
This is why we do this
Boy, did you ever just clear up some headaches I've been having - Thanks!!
Thank you. I had a weird issue where I would continually get the same redirectors even after using the option to fix them. Showing them via the filter and updating them one by one fixed the issue and this video helped pointing me in the right direction :)
That error for the asset already exists has been killing me! Thanks for the fix on this!
Dude, thank you so much for this. I was litteraly desperate when i couldn't build my project bc of this so thank you very much for your help.
Thanks for this! Whenever I submit content to the Unreal Marketplace I always get the bounced back to me saying I need to fix up the redirectors. After today being the 4th time to get an asset pack rejected, I sought to learn what in thhe heck the redirectors were. Your video clued me in on how they get created!
Man your content is so deep even i still using ue4, pleas more.
Very helpful, i think anyone who learns unreal especially in a shared work environment should learn about these as once you add source control ontop of redirectors its gets very messy, very quick.
Thanks for the in depth explanation. I am in the habit of right clicking my Content folder and clicking Fix Up Redirectors whenever I move something, but now I understand more about what's actually going on. Please keep these informative videos coming!
The option to fix but keep the redirector is useful when you have a game that has a modding SDK. You can fix the references for those assets in your game but keep the redirectors so that modders can fix the references in their mods. You can then give them some time to do it and get rid of redirectors in the next patch.
Is so useful to see videos that go in depth explanation like this one, great work man, thank you for your work making this videos !!
Thank you, I was flabbergasted by some weird errors, and now I understand :)
Now i can organise my file structure with confidence
Thank you for the tutorial and being straightforward!
Thanks so much! Im actually using unreal engine for Fortnite and had this problem, and the solution was very similar to this. Great video!
This has been pissing me off for so long.... Thank you very much!!!
Great video. Thanks a lot!
Thank you!
That was definitely usefull, thank you.
Glad you found it helpful!
Thank you so much, this was super helpful
thank you this was on point
Great thanks!
Very cool
thank you
Does this tool also deal with external file moves? I moved a project from one computer to another (including all the imported datasmith files) in windows explorer, and now I cannot use the reimport or reimport with new file to bring in updates exported from my DCC.
what I don't get is why it doesn't just happen automatically, or pop up a box saying "hey these files are referenced a bunch- should we move this shit and create redirectors? or do you want to wait for us to fix all those references right now"
Does that mean that the place that is referencing the asset also needs to be resaved? For example: I move the static mesh referenced by the level. I fix up redirectors, doest that also change the level map asset file? If not I don't understand the point of redirectors, why doesn't UE fix them up automatically? What is the pitfall here, or the danger when fix uping redirectors? Why do they exist?
You don't have to re-save the level if you fix up a redir. The main purpose of them is to help you track changes. For instance, if a dev on a large project moved a bunch of stuff and checked in their changes they might break the build. In which case, another dev or QA could use the redirectors to track down what changed in order to figure out why it broke.
@@zaxisup Or they could, you know, just have a log file created showing what changed.
Wait, so there is no solution to this? Once the problem occurs you are permanently doom to put up with this in the project? having to delete redirectors, and dealing with duplicated folders?
I have "Fixed Up Redirectors" in every folder, but still when I rename one of the folders, another copy of the folder appears. So Fixing redirectors doesn't really do anything, it just deletes the redirectors, but the folders are permanently damaged, right?
Unreal missed an opportunity to call that "Startchitecture"
Just a simple rename of a folder (which works perfectly when done in Unity!) causes so much hassle here in UE! I still can't for the life of me (even following this video exactly) get the redirectors to go away and allow me to remove the old folder! Oh well, just have to live with it! lol!
I dont have redirector files.
This is a SERIOUS pain in the ass! Is there not a way to fix the redirects when you move things? Anything that would be more convenient...
I wonder what they were smoking when they designed this.