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UE3 Home > Unreal Editor & Tools > Map Check Errors
UE3 Home > Level Editing > Map Check Errors
UE3 Home > Level Designer > Map Check Errors

Map Check Errors


Overview


Unreal Engine 3 provides a mechanism for alerting you to potential problems in the form of map check errors and warnings instead of having to hunt down issues manually without knowing what is causing the problem or how to fix it. These errors are an automated way to find out where problems lie and allows you to get them fixed before they have a serious impact on your game.

Performing a Map Check


Map check errors and warnings are displayed following performing a build all of a map and can also be performed separately using the Check Map for Errors... option in the Tools menu.

Errors


Errors are critical problems that can potentially cause execution failure. These need to be fixed before proceeding.

Crowd

Shares a QueuePoint [CrowdDestination] with [OtherCrowdDestination]
Queues cannot have shared QueuePoints.

Lighting

Maps have multiple dominant lights affecting one primitive, these will show up red in lighting complexity and render incorrectly on consoles.
This error is caused when a map has more than one dominant light which affects the same primitive. Primitives are only supposed to be lit by a single dominant light at any time.

Multiple DominantDirectionalLights detected, please delete all but one!
This error is caused when there is more than one DominantDirectionalLight in the level. Only one is allowed. This problem can be fixed by deleting all but one of the DominantDirectionalLights.

[LightActor] has same light GUID as [LightActor] (Duplicate and replace the orig with the new one)
Duplicate and replace the original with the new one.

Dynamic Light Environment enabled but only used on components with bAcceptsLights=False! The DLE should be disabled
The Dynamic Light Environment should be disabled.

Linker

Package '[Package]' has been saved with engine version newer than current and therefore won't be possible to save. CurrEngineVersion: [EngineVersion] VersionSavedWith: [EngineVersion]
This error is caused when a package (content or map) is attempted to be opened with a version of the engine older than the engine version the package was saved with. The package may still open depending on incompatibilities between the two engine versions, but the package will not be allowed to be subsequently saved if any changes are made to its contents.

Navigation

Pylon is outside its expansion bounds!
The expansion bounds for this pylon may need updating.

Pylon's ground position is outside its expansion bounds - this pylon will not build paths
The expansion bounds for this pylon may need updating.

Could not find ground position for pylon - this pylon will not build paths
A ground position should be set for this pylon.

[Pylon] and [Pylon] are inside each other's bounds! One pylon can be in another's bounds, but not both
TODO

Negative or zero distance to [Navigation Point]!
This error is caused when there is a navigation point with negative or zero distance to another navigation point. This can be problematic because this case should be impossible to achieve and is usually the result of a path building error. This error can be resolved by rebuilding paths.

Cannot reach [Navigation Point] from this node!
This error is caused when there is a NavigationPoint with bMustBeReachable set to TRUE that is unreachable from some other node. This is usually the result of placing the node in a location that cannot be reached by the AI and can be solved by either setting the bMustBeReachable flag to FALSE or moving the navigation point to a location that is reachable by all other navigation points.

This type of NavigationPoint cannot be based on [Actor]
This error is caused when there is a NavigationPoint on a base that it is not compatible with. This is usually the result of placing a normal navigation point on a non-static base. This error can be fixed by placing the navigation point over a static base and using a specialized navigation point for dynamic bases (such as a LiftCenter for lifts).

Only XX PlayerStarts in this level (need at least YY)
This error is caused when there is a required amount of player starts and the map contains less than the required amount. This will keep the map from being playable. To solve this problem, add more player starts to the level or reduce the required amount of player starts by modifying the default value of MinNumPlayerStarts for the Scout class used by your game.

Navigation point not on valid base, or too close to steep slope
This error is caused when there is a path node that is not on a floor or is near a wall or other steep slope. This is a problem because actors will be unable to properly travel to the node's location. This error can be fixed by moving the navigation point to a valid location.

PlayerStart is not useable
This error is caused when a PlayerStart actor is in a invalid location. This is a problem because the spawning code cannot safely place a player actor there without falling off the world or placing the player into a obstacle. This error can be fixed by moving the player start to a valid location.

No LiftExits associated with this LiftCenter
This error is caused when there is a LiftCenter actor without a corresponding LiftExit. LiftCenter actor's are used to help AI pawns navigate lifts properly by telling them where a safe place to stand on the lift is. LiftExit's help identify where the AI pawn should exit a lift. Having a LiftCenter without a corresponding LiftExit keeps the AI from knowing how to properly exit a lift. This error can be fixed by adding a LiftExit actor if one doesn't already exist and then associating it with the LiftCenter actor by going to the LiftExit actor's Property Window->Lift Exit Category and setting the MyLiftCenter to be the LiftCenter actor.

No LiftCenter associated with this LiftExit
This error is caused when there is a LiftExit actor without a corresponding LiftCenter. LiftCenter actor's are used to help AI pawns navigate lifts properly by telling them where a safe place to stand on the lift is. LiftExit's help identify where the AI pawn should exit a lift. Having a LiftCenter without a corresponding LiftExit keeps the AI from knowing how to properly exit a lift. This error can be fixed by adding a LiftCenter actor if one doesn't already exist and then associating it with the LiftExit actor by going to the LiftExit actor's Property Window->Lift Exit Category and setting the MyLiftCenter to be the LiftCenter actor.

Extra Cost cannot be less than zero!
This error is caused when there is a NavigationPoint derived actor with a Extra Cost property that is less than zero. This can be problematic because Extra Cost is used to make a path less likely to be taken by the AI, but when it is less than zero it can cause problems in the navigation tree since it makes a path more likely to be taken. This error can be fixed by going to the actor's Property Window->Navigation Point Category and setting Extra Cost to a value that is greater than or equal to zero.

Failed to add PortalMarker!
This error is caused when a PortalTeleporter actor is unable to create a portal marker for AI path finding. A portal marker is used to figure out the location of an actor after they have teleported and have fallen to the ground. This error is usually the result of being unable to place a portal marker on a floor directly below the teleporter and can be resolved by moving the teleporter to a spot where there is a valid floor or creating a floor under the teleporter.

DoorMarker with no door
This error is caused when there is a DoorMarker without a corresponding door. DoorMarker's are used by AI pawns to properly path find their way through doors. This error is the result of creating a door marker without assigning a door to it and can be resolved by going to the DoorMarker actor's Property Window->DoorMarker Category and setting 'MyDoor' property.

No navigation point list. Paths define needed.
This error is caused when the path data isn't completely built. This can be problematic because AI pathing will not work correctly when the game is run. This warning can be resolved by rebuilding paths.

Nav [Navigation] has an invalid GUID. You may need to rebuild paths
Invalid GUID found - this may be an indication that paths need rebuilding.

Only special action path to world: [Actor]
TODO

[Objective] : Objective with colliding component using non-uniform scaling
TODO

[NavigationPoint] : No need for dynamic NavigationPoint when base is non-static [Base]
TODO

[Actor] : LiftCenter not based on an InterpActor
TODO

Navigation Mesh Data was generated with a version of the engine which is too old - rebuild pathing
Paths needs to be rebuilt.

Jump to [JumpTarget] cannot be successfully made
This jump isn't possible - please fix.

[JumpPad] : Jumppads not allowed in zero or positive gravity volumes
JumpPads can't be placed in volumes with zero or positive gravity.

[NavigationPoint] : NavigationPoints must not touch jumppads
NavigationPoints shouldn't touch JumpPads - either remove the JumpPad or move the navigation point to fix.

[Actor] : No JumpTarget set for this JumpPad
All JumpPads should have JumpTarget set.

[Actor] : RouteList Index [Index] Has Invalid Actor
TODO

Terrain

Terrain: Invalid MaterialIndex [index] - [count]
The specified material index is invalid.

TERRAIN MATERIAL: Texture parameter name duplication - [name]
Duplication error...

TERRAIN MATERIAL: Total Texture Count = [count] on [name]
The material texture count on the specified material exceeds the maximum (defined as TerrainMaterialMaxTextureCount in BaseEngine.ini). Please either reduce the texture count - or increase the value in the INI.

TERRAIN MATERIAL: Missing shader map - [Material]
The specified material is missing a cached shader map.

Terrain: NormalMapLayer index [index] outside of Layers count [count] for terrain [name]
The NormalMapLayer index is out of range.

Warnings


Warnings are issues which, while not critical, can cause your game to not function properly or with sub-optimal performance. These should be addressed but are not showstoppers.

Actor

'[Actor]' in same location as '[Actor]'
Temporarily Remove From Code? - two actors are placed in the same location.

[Actor] : Large actor casts a shadow and will cause an extreme performance hit unless bUseBooleanEnvironmentShadowing is set to TRUE
A large actor has been set to cast shadows - this will cause extreme performance issues and should have bUseBooleanEnvironmentShadowing set to TRUE.

[Actor] bStatic false, but is bStatic by default - map will fail in netplay
This warning is caused when there is an actor that had its bStatic property set to false even though the default is true. This warning is usually seen in older maps when bStatic used to be modifyable by level designers and can cause problems in network play since certain assumptions are made about actors that default bStatic to true. Since bStatic is no longer modifyable through the editor, this warning can be fixed by deleting the actor and recreating it.

[Actor] bNoDelete false, but is bNoDelete by default - map will fail in netplay
This warning is caused when there is an actor that had its bNoDelete property set to false even though the default is true. This warning is usually seen in older maps when bNoDelete used to be modifyable by level designers and can cause problems in network play since certain assumptions are made about actors that default bNoDelete to true. Since bNoDelete is no longer modifyable through the editor, this warning can be fixed by deleting the actor and recreating it.

[Volume] causes damage, but has no damagetype defined.
This warning is caused when there is a volume that is set to cause damage but doesn't have a damage type defined. A damage type is important because it tells the game code how to handle a actor's reaction to taking damage. This can be solved by going to the actor's Property Window->Physics Volume and setting the 'DamageType' property.

[Actor] : Brush has non-coplanar polygons
This warning is caused when there is a brush in the level that has non-coplanar polygons. This is usually caused by using brush editing tools in geometry mode in extreme ways and can cause missing polygons in the level. This warning can be resolved by deleting the brush and recreating it.

[Actor] in same location as [Another Actor]
This warning is caused when there is a actor that is in the same exact location as another actor. This warning is usually the result of a accidental duplication or paste operation. It can be fixed by deleting one of the actors, or disregarded if the placement was intentional.

[Actor] has invalid DrawScale/ DrawScale3D
This warning is caused when either DrawScale, DrawScale3D X, DrawScale3D Y, or DrawScale 3D Z is equal to zero. Meaning that the actor will not be shown because it is being scaled to zero on one of its axis. To solve this problem, change any DrawScale's that are zero to be non-zero by selecting the actor and changing its drawscale at the bottom of the main UnrealEd window.

[Actor] is obsolete and must be removed!
This warning is caused when there is an instance of a actor in a level that has been marked deprecated. This is usually because a actor was marked deprecated after the level was created, but the map was never updated. This can be fixed by simply deleting the actor.

[Actor] bStatic true, but has Physics set to something other than PHYS_None!
This warning is caused when an actor has its bStatic flag set to true but its Physics is set to PHYS_None. Since bStatic means that the actor will not be moving, having Physics set to PHYS_None is contradictory. Actors set with the bStatic flag are also not ticked(updated). This error can be solved by going to the actor's properties and changing its Physics to PHYS_None.

[Actor] is not placeable and should be removed!!!
This warning is caused when there is a instance of a non-placeable object in a map. Usually this is caused when a object that was originally placeable is changed to be non-placeable. This error can be solved by deleting the object using the map check dialog.

NavigationPoint has NULL CylinderComponent - please delete!
This warning is caused when there is a NavigationPoint with a "None" CylinderComponent. It is usually found in older maps where duplication was used to create the actor and can be fixed by deleting the actor causing the warning and creating a new one.

[Actor] : Volume actor has NULL collision component - please delete
The specified volume actor has a NULL collision component and should probably be deleted.

[Actor] : Volume actor has a collision component with 0 radius - please delete
The specified volume actor has a zero radius for its collision component and should probably be deleted.

[Actor] (LOD [Index]) has hand-painted vertex colors that no longer match the original StaticMesh [StaticMesh]
It looks like the original mesh was changed since this instance's vertex colors were painted down - this may need a refresh.

Actor casts dynamic shadows and has a BoundsScale greater than 1! This will have a large performance hit
Serious performance warning... either reduce BoundsScale to be <= 1 or remove dynamic shadows...

[LensFlareSourceActor] : LensFlareSource actor has NULL LensFlareComponent property - please delete
Please delete this actor.

[SpeedTreeActor] : SpeedTreeActor has legacy USpeedTree resource! Please overwrite [SpeedTreeActor] with a new Speedtree 5.0
Please update this actor with Speedtree 5.0.

[Actor] : Hidden InterpActor that is using a 'default' cube mesh and has a DLE which is enabled. If this mesh is never made visible: the DLE should be DISABLED and bAcceptsLights should be set to FALSE [Value]
TODO

Actor is in Editor depth priority group
TODO

BSP Brush

[Brush Actor] : Brush has zero polygons - please delete!
This warning indicates that you have a brush in the level that doesn't have any polygons associated with it. The brush should be deleted as it isn't doing anything useful.

Run 'Clean BSP Materials' to clear [count] references
This warning indicates that there are material references on brush faces that aren't contributing to the BSP, and that applying the Tools->'Clean BSP Materials' operation can clean up these references.

[Actor] : Brush has NULL BrushComponent property - please delete!
This warning is caused when there is a Brush with a "None" ConstraintInstance component. It is usually found in older maps where duplication was used to create a Brush and can be fixed by deleting the Brush causing the warning and creating a new one.

[Brush] : Brush is planar
Planar brush used - please note that this may not work well with collision.

See LevelOptimization for details.

Class

[ ]::[ ] is obsolete and must be removed (Class is abstract)
NEEDS DESCRIPTION

[ ]::[ ] is obsolete and must be removed (Class is deprecated)
NEEDS DESCRIPTION

Cover

[CoverActor] : Slot [Index] has no CoverType
The CoverType should be specified.

[CoverActor] : Slot [Index] failed to align to surface
The specified slot couldn't be aligned to a surface.

[Actor] : Contains references to links in different navigation networks
These should only reference links in one navigation network.

Decal

[Component]::[Actor] : Decal's material is NULL
This warning is caused when there is an actor with a decal component that has a "None" material. There will be no rendering details generated for a decal with a "None" material. This can be fixed by going to the property window for the actor assigning a decal material to the decal component.

[Component]::[Actor] : Decal material [Material] is applied to a static mesh
This warning is caused when the static mesh component of a static mesh actor has a decal material in its 'Materials' array. This can be fixed by going to the property window for the actor, expanding the StaticMeshComponent and Materials properties, finding the named material, and deleting or reassigning it.

([Component]::[Actor] : Material instance [Material] refers to a decal material ([Material]) but is applied to a static mesh
This warning is caused when the static mesh component of a static mesh actor has a material instance in its Materials array that is referring to a decal material. This can be fixed either by reassigning/deleting the mesh actor's component's reference to the material instance, or by reassigning the material instance's reference from a decal material to a normal material.

[Actor] : Decal actor has NULL Decal property - please delete!
This warning is caused when there is a decal actor with a "None" decal component. It is usually found in older maps where duplication was used to create a decal actor and can be fixed by deleting the decal actor causing the warning and creating a new one.

[Actor] : Decal actor does not have any overlapping actors!
This warning is caused when there is a decal actor that does not overlap with any actors. It is a waste of memory since the decal cannot be seen. Remember that decals can only overlap actors that are in the same streaming level as they are. This can be fixed either by deleting the decal, or by positioning it so that it overlaps an actor.

[Actor]::[Owner] : Movable Decal is attached to a SkeletalMesh but has no Filter set. This will result in a significant performance penalty
A filter mode should be set for this decal.

Fog

FogVolumeActor's Material is not setup to be used with Fog Volumes - please fix or the fog volume will not be rendered correctly / at all.
Materials assigned to actors which are used to define the shape of the fog volume (they are referenced from a FogVolumeDensityInfo's FogVolumeActors array) must have the following properties:
  • Lighting Model must be Unlit
  • Blend Mode must be Additive, Translucent or Modulative
  • bUsedWithFogVolumes must be checked
  • An Emissive input must be set

See FogVolumes for more info.

Kismet

[Actor] : Modify Cover: Auto Adjust is enabled. This is very expensive. Autoadjust will soon be removed, use toggle to avoid breakage
DESCRIPTION NEEDED... Matt Tonks?

Kismet object [Actor] has a deprecated property [Property] referenced by a linked variable: [Variable]
A variable is linked to a deprecated property.

Kismet object [Actor] will fail to modify Actor referenced through an editable property: [Property]
The referenced actor can't be modified by Kismet.

[Actor] is obsolete! Replace it with a player variable and an Assign Player Slot action
USeqVar_Character is now obsolete and shouldn't be used - replace with a player variable and an Assign Player Slot action.

Static actor referenced by kismet object [Object] (Originator)
Kismet is attempting to reference a static actor.

[Actor] : StreamInTextures using an invalid duration. Please specify a positive number of seconds
A negative duration was specified.

Landscape

[LandscapeComponent] : Fixed up deleted layer weightmap
TODO

[LandscapeComponent] : Fixed up incorrect layer weightmap texture index
TODO

Fixed up shared weightmap texture for layer [Layer] in component [Component] (shares with [Name])
TODO

Level

Duplicate level info
Two WorldInfos somehow exist...

Map should have KillZ set.
This warning is caused when the map's KillZ in the WorldInfo properties is set to the default value. All maps should specify a KillZ appropriate for the level so that players cannot simply fall forever until they reach the playable world bounds.

Lighting

Actor has bAcceptsLights set but is in no lighting channels
This warning is caused when an actor is set to accept lights but doesn't have any lighting channels flagged. This is a problem because the actor expects to be lit but receives no lighting contribution from any sources. The problem can be resolved in 2 ways:
  1. If the actor is supposed to accept lighting, go to the actor's properties and check the lighting channels that the actor should receive lighting from.
  2. If the actor is supposed to be unlit, go to the actor's properties and set bAcceptsLights=FALSE.

[Actor] : Light actor has NULL LightComponent property - please delete!
This warning is caused when there is a Light actor with a "None" LightComponent. It is usually found in older maps where duplication was used to create the actor and can be fixed by deleting the actor causing the warning and creating a new one.

Maps need lighting rebuilt
This warning is caused when lighting has been invalidated by moving or modifying a light actor. This can cause problems because the rendered lighting in the level is not accurately representing the current state of lights in the level. This error can be solved by going to the Build menu and rebuilding lighting for a map.

Maps not built with production lighting
Maps aren't currently set to build with production lighting - so will not look their best until this is done.

Contains streaming level [Level] which isn't loaded
TODO

Massive LOD

LOD Parent does not have MassiveLODDistance set
This warning indicates that other primitives use an primitive in this actor as an LOD parent (see MassiveLOD for information on this), but doesn't have a MassiveLODDistance set. This means that the children will never be rendered, because the parent will always be rendered.

Navigation

May be too close to other navigation points
This warning is caused when there is a path node that is very close to another path node. This can be a problem because this path node may not be needed since it is so close to another path node and may be needlessly complicating the navigation tree. If this path node is not needed, the problem can be fixed by deleting the path node.

Nav [Path Node] shares GUID with [Another Path Node]
This warning is caused when there is a path node actor that has the same unique identifier as another path node actor. This problem can occur because of an error in the duplication of a path node and should be resolved by deleting one of the path node actors and recreating it.

[Path Node] is unnecessary and should be removed
This warning just lets the user know that a paticular path node isn't necessary and can be safely removed without affecting AI pathfinding. Unnecessary path nodes should be removed because they are taking up memory without actually adding any extra information to the navigation tree. The warning can be removed by deleting the path node.

Paths need to be rebuilt!
This warning is caused when paths or path nodes have been changed since the last path rebuild. This can cause problems such as unreachable path nodes, disconnected path networks, illegal paths, etc. which can slow or even crash AI. This error can can be solved by going to the Build menu and rebuilding paths for a map.

NavigationPoint above level's StallZ!
This warning is caused when there is a navigation point located above Stall Z. Stall Z is used to stop vehicles from flying up to infinity. If a navigation point is placed above Stall Z, it means that AI will try to path to a spot they will be unable to reach. This error can be solved by moving the navigation point below Stall Z or deleting it.

No paths from [Actor]
This warning is caused when there is a NavigationPoint that has no paths origininating from it. This can be problematic because it may mean that the point is unreachable or unusable. This problem can be fixed by moving the point to a reachable location if it is needed or by deleting it if it is unneeded.

Particle System

[Actor] : Emitter actor has NULL ParticleSystemComponent property - please delete!
This warning is caused when there is a Emitter actor with a "None" ParticleSystemComponent. It is usually found in older maps where duplication was used to create the actor and can be fixed by deleting the actor causing the warning and creating a new one.

PSysComp has a potentially bad parameter actor reference (not replicated?) at index [Index] ([Actor])
Param.Actor is set to delete - but is also marked as static.

PSysComp has an empty parameter actor reference at index [Index] ([Actor])
Param.Actor should not be NULL.

PSysComp has an empty parameter material reference at index [Index] ([Actor])
Param.Material should not be NULL.

Physics

[Actor] : KActor has a StaticMeshComponent whose StaticMesh's BodySetup is NULL
This warning is caused when there is a KAsset actor that has a StaticMeshComponent with a StaticMesh with a NULL BodySetup property. BodySetup is the physics information for a mesh and is needed in order for KAsset's to animate correctly. To fix this warning you can either change the StaticMesh of the StaticMeshComponent to a static mesh that has a BodySetup or you can add BodySetup information to the existing static mesh using the static mesh editor. See: Collision Reference for more info.

[Actor] : InterpActor's StaticMeshComponent has BlockRigidBody, but is based on an actor with PHYS_RigidBody
This warning is caused when there is an actor with the Physics property set to PHYS_RigidBody while its StaticMeshComponent has BlockRigidBody set. This can cause a problem because it will create a feedback loop within the physics system where the StaticMeshComponent will push the actor which in turn will push the StaticMeshComponent and so on. This can be fixed by either changing the Actor's Physics to something other than PHYS_RigidBody or changing the StaticMeshComponent of the actor to have BlockRigidBody set to false.

[Actor] : KActor has BlockRigidBody set to FALSE and no joints.
If an Actor is using PHYS_RigidBody but has BlockRigidBody set to FALSE, it will just fall out of the world when woken, as no contacts will be generated. This is ok when there is a joint to the Actor in question, but probably indicates an error otherwise.

[Actor] : both of RB_ConstraintActor's ConstraintActors are NULL
This warning is caused when there is a RB_ConstraintActor with its ConstraintActor1 and ConstraintActor2 properties both set to "None". Constraint actor's need to be attached to atleast one other object in order to function properly. This warning can be fixed by going the actor's property window and assigning either ConstraintActor1 or ConstraintActor2 to a non-static actor.

[Actor] : RB_ConstraintActor actor is connected to a single static actor
This RB_ConstraintActor is attached to a single static actor and nothing else. All constraint actors need to be attached to at least 1 dynamic object - otherwise they will never move and thus never have a chance to function.

[Actor] : RB_ConstraintActor actor connects two static actors!
This warning is caused when there is a RB_ConstraintActor with its ConstraintActor1 and ConstraintActor2 properties both assigned to a static object. Constraint actors need to be attached to at least 1 dynamic object - otherwise they will never move and thus never actually have a chance to function. This warning can be fixed by going tot he actor's property window and assigning either ConstraintActor1 or ConstraintActor2 to a non-static actor.

[Actor] : KAsset actor has a SkeletalMeshComponent with a NULL skeletal mesh
This warning is caused when there is a KAsset actor that has a SkeletalMeshComponent with a NULL Skeletal Mesh. KAsset actor's require both a skeletal mesh and a physics asset in order to work properly. This problem can be fixed by first selecting a Skeletal Mesh in the generic browser and then by going to the actor's Property Window->KAsset Category->SkeletalMeshComponent->SkeletalMeshComponent Category to set the 'SkeletalMesh' property.

[Actor] : KAsset actor has a SkeletalMeshComponent with a NULL physics asset
This warning is caused when there is a KAsset actor that has a SkeletalMeshComponent with a NULL Physics Asset. KAsset actor's require both a skeletal mesh and a physics asset in order to work properly. This problem can be fixed by first selecting a Physics Asset in the generic browser and then by going to the actor's Property Window->KAsset Category->SkeletalMeshComponent->SkeletalMeshComponent Category to set the 'PhysicsAsset' property.

[Actor] : KAsset actor has NULL SkeletalMeshComponent property - please delete!
This warning is caused when there is a KAsset actor with a "None" SkeletalMeshComponent . It is usually found in older maps where duplication was used to create the actor and can be fixed by deleting the actor causing the warning and creating a new one.

[Actor] : RB_ConstraintActor actor has NULL ConstraintSetup property - please delete!
This warning is caused when there is a RB_ConstraintActor actor with a "None" ConstraintSetup component. It is usually found in older maps where duplication was used to create a RB_ConstraintActor actor and can be fixed by deleting the RB_ConstraintActor causing the warning and creating a new one.

[Actor] : RB_ConstraintActor actor has NULL ConstraintInstance property - please delete!
This warning is caused when there is a RB_ConstraintActor actor with a "None" ConstraintInstance component. It is usually found in older maps where duplication was used to create a RB_ConstraintActor actor and can be fixed by deleting the RB_ConstraintActor causing the warning and creating a new one.

[Actor] is set to PHYS_RigidBody but has no CollisionComponent
PHYS_RigidBody requires a valid CollisionComponent such as a StaticMesh or SkeleltaMesh. It is not valid to set PHYS_RigidBody on Actors which only display as sprites for example.

Portal Teleporter

No SisterPortal
This warning is caused when there is a PortalTeleporter that has no destination or is not the destination for another PortalTeleporter. PortalTeleporters must both have a destination and be a destination since it needs to render the view from the other end of the portal.

ProcBuilding

Using non-approved ruleset [ProcBuilding]
TODO

Scaleform

FS Commands should not be used for production. This is for prototyping only [GFXEvent] (Originator)
FS Commands should be removed from production builds.

Scene Capture

[Actor] : SceneCaptureActor actor has NULL SceneCapture property - please delete!
This warning is caused when there is a SceneCaptureActor actor with a "None" SceneCapture component. It is usually found in older maps where duplication was used to create a SceneCaptureActor actor and can be fixed by deleting the SceneCaptureActor causing the warning and creating a new one.

No or invalid scene capture component - please delete
This warning is caused when there is a PortalTeleporter actor with with a "None" SceneCapturePortalComponent. It is usually found in older maps where duplication was used to create the actor and can be fixed by deleting the actor causing the warning and creating a new one.

Skeletal Mesh

[Actor] : SkeletalMeshActor has no PhysicsAsset assigned.
In order for a SkeletalMesh to have an accurate bounding box, it needs to have a PhysicsAsset assigned in its SkeletalMeshComponent. An incorrect or inaccurate bounding box can lead to the mesh vanishing when its origin is not in view, or to poor shadow resolution because the bounding box is too big.

[Actor] : Skeletal mesh actor has NULL SkeletalMeshComponent property
The specified SkeletalMeshActor has a NULL SkeletalMeshComponent.

[Actor] : Skeletal mesh actor has NULL SkeletalMesh property
The specified SkeletalMeshActor has a NULL SkeletalMesh.

[Actor] : SkeletalMeshActor and subclasses (except SkeletalMeshActorMAT) should have their Animations set to something other than an AnimNodeSequence
SkeletalMeshActor and subclasses (except SkeletalMeshActorMAT) should have their Animations set to something other than an AnimNodeSequence.

[Actor] : SkeletalMeshActor, and subclasses (except SkeletalMeshActorMAT) should have its' AnimTreeTemplate set to None
AnimTreeTemplate should not be assigned for a SkeletalMeshActor and subclasses (except SkeletalMeshActorMAT)

[Actor] : SkeletalMeshActorMAT (Matinee Anim Tree) should have Animations set to None
SkeletalMeshActorMAT should have Animations set to None.

[Actor] : SkeletalMeshActorMAT (Matinee Anim Tree) should have an AnimTreeTemplate assigned
SkeletalMeshActorMAT (Matinee Anim Tree) should have an AnimTreeTemplate assigned

Skeletal Mesh component [SkeletalMesh] not using a light environment or custom lighting channels - this will be inefficient and have incorrect lighting
TODO

[Actor] : InterpActor is attached to a node which doesn't exist in all LODs of the skeletal mesh
TODO

Sound

[Actor] : Ambient sound actor has NULL AudioComponent property - please delete!
This warning is caused when there is a Ambient sound actor with a "None" AudioComponent. It is usually found in older maps where duplication was used to create a actor and can be fixed by deleting the actor causing the warning and creating a new one.

[Actor]::[Actor] : Ambient sound has NULL SoundNodeInstance
This warning is caused when there is a AmbientSound actor with a NULL SoundNodeInstance component. SoundNodeInstance is needed in order for ambient sounds to correctly play. This warning can be resolved by deleting the actor and recreating it.

[Actor]::[Actor] : AmbientSoundNonLoop has a non-USoundNodeAmbientNonLoop SoundNodeInstance
This warning is caused when there is a AmbientSoundNonLoop with a SoundNodeInstance of an incorrect type. This is a bug that exists in older maps and can be fixed by deleting the AmbientSoundNonLoop actor and recreating it.

[Actor]::[Actor] : AmbientSoundNonLoop has no Slots containing a Wave
This warning is caused when there is a AmbientSoundNonLoop without any "Slots" that contain a valid Wave asset. Waves are the actual sound data used to play the ambient sound and are required in order for the AmbientSoundNonLoop to function properly. This warning can be resolved by first selecting a Sound Wave asset in the generic browser and then going to the actor's Property Window->AmbientSoundSimple Category->AmbientProperties->SoundSlots and adding atleast 1 soundslot with a non-None "Wave".

[Actor]::[Actor] : Ambient sound has NULL AmbientProperties
This warning is caused when there is a AmbientSound actor with a NULL AmbientProperties component. AmbientProperties is needed in order for ambient sounds to correctly play. This warning can be resolved by deleting the actor and recreating it.

Ambient sound actor's AudioComponent has a NULL SoundCue property!
This warning is caused when there is a AmbientSound actor with a NULL SoundCue property. This is a problem because the actor won't actually be playing any sounds. This can be fixed by first choosing a sound cue in the generic browser and then going to the actor's Property Window->Audio Category->Audio Component and setting the 'SoundCue' property.

[Actor]::[Actor] : Ambient sound's AmbientProperties has a NULL Wave
TODO

Static Mesh

[Static Mesh Actor] : Static mesh actor has NULL StaticMesh property
This warning is caused when there is a static mesh actor in a level with a NULL StaticMesh property. This can be a problem because the actor exists and is using memory, but doesn't have a static mesh to actually draw. This warning is usually the result of creating a StaticMesh actor without first selecting a StaticMesh in the generic browser. This warning can be fixed by first selecting a static mesh in the generic browser and then going to the StaticMesh actor's Property Window->StaticMeshActor Category->StaticMeshComponent->StaticMeshComponent Category to set the 'StaticMesh' Property.

[Actor] : DynamicSMActor has a StaticMeshComponent with NULL StaticMesh property
This warning is caused when there is a subclass actor that derives from DynamicSMActor in a level that contains a StaticMeshComponent with a NULL StaticMesh property. This can be a problem because the actor exists and is using memory, but doesn't have a static mesh to actually draw. This warning is usually the result of creating a DynamicSMActor actor without first selecting a StaticMesh in the generic browser. This warning can be fixed by first selecting a static mesh in the generic browser and then going to the actor's Property Window->DynamicSMActor Category->StaticMeshComponent->StaticMeshComponent Category to set the 'StaticMesh' Property.

[Actor] : Static mesh actor has NULL StaticMeshComponent property - please delete!
This warning is caused when there is a static mesh actor with a "None" StaticMeshComponent component. It is usually found in older maps where duplication was used to create the actor and can be fixed by deleting the actor causing the warning and creating a new one.

[Actor] : DynamicSMActor has NULL StaticMeshComponent property - please delete!
This warning is caused when there is a DynamicSMActor with a "None" StaticMeshComponent component. It is usually found in older maps where duplication was used to create the actor and can be fixed by deleting the actor causing the warning and creating a new one.

[StaticMesh] has simple collision but is being scaled non-uniformly - collision creation will fail
Simple collision cannot be used with non-uniform scale. Please either fix the scale or the collision type.

Static Mesh component [StaticMeshComponent] not lightmapped and not using a light environment - will be inefficient and have incorrect lighting! Set bUsePrecomputedShadows=True to use lightmaps or enable the light environment
bUsePrecomputedShadows should be set to TRUE or the light environment should be enabled.

More overriden materials [Count] on static mesh component than LODInfo elements [Count] in source mesh [StaticMesh]
TODO

More overriden materials [Count] on static mesh component than are referenced [Count] in source mesh [StaticMesh]
TODO

[StaticMesh] : Fractured Static Mesh needs to be resliced
Please reslice this StaticMesh.

Fractured component [Component] using vertex lightmaps so will waste a lot of memory - use texture lightmaps instead
Please use texture lightmaps instead.

[Count] element(s) with zero triangles in static mesh [StaticMesh]
TODO

Unable to load high res source mesh [SourceMesh] for simplified mesh [StaticMesh]
The source mesh used to create this static mesh couldn't be found... please locate it.

Terrain

[name] : Layer missing setup at index [index]
The layer at the specified index is missing setup.

Terrain is currently unsupported on Mobile Platforms
Terrain isn't currently supported on Mobile

High res source mesh [Source] for simplified mesh [StaticMesh] appears to have changed. You should use the Mesh Simplification tool to update the simplified mesh
Use the Mesh Simplification tool.

Texture

[StaticMesh] has a simple lightmap modifiaction texture assigned, but the texture's compression settings are incorrect (should be TC_SimpleLightmapModification)
Simple lightmap modification textures should be marked as such in their compression settings.

Volume

LevelGridVolumes are only allowed in the persistent level
This warning is caused when a LevelGridVolume is placed in a streaming level. These types of volumes are only allowed in the persistent level. This problem can be fixed by moving the LevelGridVolume to the persistent level.

Ladder is not in a LadderVolume
This warning is caused when there is a Ladder actor that is not encompassed by a LadderVolume. This warning can be problematic because AI pawns require ladders to be within ladder volumes in order to properly path up and down them. This warning can be fixed by placing the ladder within a ladder volume.

LevelStreamingVolume is not in the persistent level - please delete
This warning is caused when there is a level streaming volume that does not exist in the persistent level. This can be problematic because the volume will not be considered when checking to see if a streaming level should be loaded or unloaded. You can fix this problem by deleting the level streaming volume and recreating it.

No levels are associated with streaming volume.
This warning iws caused when there are no levels associated with a LevelStreamingVolume, making it non-functional. This problem can be fixed by associating one or more streaming levels with the offending LevelStreamingVolume.

DynamicBlockingVolume does not block players but does block ragdolls (BlockRigidBody is TRUE).
If you have blocking volumes that you turn on during the course of your level, it is important that they initially allow both players and physics objects to pass through. Otherwise, going to ragdoll or using other physics on the player will result in erratic and broken behaviour within that volume.

Uncategorized

[Object] : Externally referenced
The PersistentLevel has components that reference external packages. TODO: Joey Manso?

'[Object]' references trashcan object '[Object]' ('[Object]' -> '[Object]')
References to objects in the TrashCan should be removed.

[Sequence] : 'Modify Property' is for prototyping only and should be removed
'Modify Property' should be removed.

Filename [Filename] is too long - this may interfere with cooking for consoles. Unreal filenames should be no longer than [Length] characters.
Please rename the file to be within the length specified.

Infos


Infos are issues which don't need to be addressed by the user but may be useful to know.

Actors

[Actor] : Repaired painted vertex colors
Painted vertex colors were repaired on this actor.

BSP Brush

Brush rotation fixed
The brush's rotation was fixed.