Signals & Track Bug? Tracks Disappear Off Map And Laying Track Selection (lose Nodes)

Discussion in 'PC Editor Discussion' started by RobertSchulz, Nov 13, 2023.

  1. RobertSchulz

    RobertSchulz Well-Known Member

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    Hi all,

    I have a problem in my project with the track creation tools in Network Edit Mode.

    I created several tracks lately, but after reloading the project after some crashes, it loaded the tracks but I can't attach any new tracks to them (they lose their blue selection and nodes) and they even disappear off the map. The only thing left on these track assets is the Unreal Gizmo.

    I don't know if this is a bug.

    Can somebody help me out? Is there an option I've missed to enable the tracks again for the track laying selection?

    I highlighted the issuing tracks in yellow.
    Screenshot (8848).png
    Screenshot (8849).png

    Only one track to see here. What does that mean?
    Screenshot (8847).png

    Screenshot (8845).png
    Screenshot (8846).png
     
    Last edited: Nov 13, 2023
  2. protonmw

    protonmw Active Member

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    When that happens to me, I delete all the tracks without the blue lines and lay them again. It seems there is no other way.
    Save, save and save all the time! ;)
     
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  3. RobertSchulz

    RobertSchulz Well-Known Member

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    Oh, so it happens to you, too! Yes, deleting the bugged ones and create new tracks is probably the only solution, which is bad. But the even bigger problem is it happens over and over again. It's not a one time only issue. Very annoying. I hope that this gets fixed as soon as possible.

    You mentioned saving all the time. Yes, this is what I do. But the problem is that even saving doesn't make it better as the tracks do disappear/got deselected once I reload a saved game, too. The bug is save-consistent or even save-caused.

    At the moment yet, I don't even know if I can really continue my project with this bug, if tracks always got "deselected" again, making them inaccessible for future editing.

    It seems like a "go with the issue or die" situation, to just place new tracks always with the insecurity that major parts of your work just can disappear or you lose access to them to re-edit and you need to recreate all of these tracks from scretch again.

    Horrific.
     
    Last edited: Nov 15, 2023
  4. protonmw

    protonmw Active Member

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    Have you disabled autosave? Helped a lot to me.
     
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  5. RobertSchulz

    RobertSchulz Well-Known Member

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    Actually you point at another bug in my installation with that question, as the auto-save function does not work as well here. I always get an error when auto-saving happens.

    The error message seems illogical to me since the map and its tiles are all in its respective plugin.

    Screenshot (8857).png

    But this is fine for me until yet as I don't need autosave that often. I do and know how to save often.

    But again as I said before, the issue is persistant even with saving the map the regular way. In some cases, the issue with the lost blue markers and the tracks disappearing from the map, happened only after I reload a saved map.

    So my problem is not that I forgot to save or anything like that.
     
    Last edited: Nov 15, 2023
  6. RobertSchulz

    RobertSchulz Well-Known Member

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    So, I discovered a new form of this bug by playing a little bit more around with track layering options:

    "Ghost tracks" - Tracks which are completely unselectable anymore! (not even if you select them in main 'Select' mode)

    Strange thing: They appear only as NetworkRenderProxyActor in the World Outliner window.

    Screenshot (8861).png

    That really marks a spot where I almost can't proceed my project anymore.

    I wonder how most people dealing with creating routes don't have such issues? :(
     
    Last edited: Nov 15, 2023
  7. RobertSchulz

    RobertSchulz Well-Known Member

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    Wait! I misread your question. I thought you said "enabled".

    Now I turned autosave off and I don't know why but the tracks do not seem to disappear after saving and restarting the Editor and reloading the map!!! How is that possible?!?

    I've tested it with a whole bunch of tracks laid on my map. And it seems that all get saved and restored well! Thank you so much for this tip!!

    Screenshot (8863).png

    Map before saving and reloading:
    Screenshot (8865).png

    Map after restarting the Editor and reloading the project/map:
    Screenshot (8865).png


    If that really caused the issue, the broken auto save function seems to have saved the tracks in a wrong way, so that they became unselectable and even disappeared out the route map.
     

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    Last edited: Nov 15, 2023
  8. RobertSchulz

    RobertSchulz Well-Known Member

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    But still keeps the issue to get rid of the "Ghost tracks", which I created when the autosave funtion caused the issues and which I can't delete.

    They still appear in the World Outliner Window as "NetworkRenderProcyActors", but I have not any other access to them as clicking on the assets in the World Outliner and the camera jumps to them.

    I mean if I they were off the railway tracks, I could deal with them by placing anything on them or sculpt the landscape to hide them, but in my case they are at the position of the railways, which I need clear for my new working tracks.

    How do I delete "ghost assets"?

    Screenshot (8868).png
    Screenshot (8866).png
    Screenshot (8869).png Screenshot (8870).png
    Screenshot (8871).png



    I think I found a related question in the UE forums, here:
    https://forums.unrealengine.com/t/ue5-world-partition-can-not-delete-landscape/231905?page=3

    But I'm not as experienced with the Unreal Editor yet, to understand the exact circumstances and the solutions proposed there.
     
    Last edited: Nov 15, 2023
  9. protonmw

    protonmw Active Member

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    Great to hear! I think there is a problem when you start to lay down a track but you have not finished (by left click) and autosave kicks in. -> DTG Lukas

    Change to Network mode (shift+6) and deselect proxy mode (NO orange!). Then you should be able to select and delete.
     
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  10. RobertSchulz

    RobertSchulz Well-Known Member

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    The problem was I couldn't even select the "ghost tracks" anymore in the last stage (in comparison to what I said in the first origin post). These ghost tracks were only visible within the World Outliner and Viewport, but couldn't be selected from anywhere else and also not in there.

    Since I had no other important tracks laid down so far, I thought about deleting the whole TrackNetworkProxies folder, but this didn't work either.

    These ghost track assets were literally burnt to the map file.

    However, while you wrote your post I found a solution to the issue already. Luckily, I have created a back up copy of my complete plugin once I had all SRTM tiles in. I copied the folder in this backup copy of an earlier state of my project and replaced the current broken map and tile folders.

    I just had to reapply Lidar to these tiles, which I did in the last minutes. Now I am back where I was and can start creating the track network finally. I hope everything goes well now.

    Thank you so much for your help, protonmw ! I really had no other way to surrender if I didn't got that tip to turn autosave out.

    BTW: More people needs to at least be aware of this autosave bug. > DTG Lukas & DTG Matt
     
    Last edited: Nov 15, 2023
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  11. DTG Matt

    DTG Matt Executive Producer Staff Member

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    Aside from the resolution to such issues (which are beyond me honestly, i'll let others more knowledgeable respond to that) what I will say is that sometimes using a repository tool like Perforce (Free for i think up to 5 users) is worthwhile because you can easily revert out of problems.

    e.g. if every once in a while (and certainly end of each session) you submit changes, if anything goes wrong its quite easy to just revert to a previous version that worked and have another go rather than trying to repair it somehow. Even as a single-dev change repositories like perforce are really a must-have in my opinion for this reason.

    Personally I turned autosave off but for no other reason than on huge timetables it can take 5-10 minutes to save and always comes up at the most inconvenient moment and drove me nuts so I took a hammer to that feature :)

    Matt.
     
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  12. RobertSchulz

    RobertSchulz Well-Known Member

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    Because of exactly the reasons you said, and also my experience with project files of other applications, it's a higly recommended practice for anyone to create a "save file history" or achive.

    In case, a change broke anything or you feel it worked better before, there us always the chance to go a few steps back and continue from there.

    Unfortunately, there is no pure project data file in the Editor, which logs all settings and used asset paths, to store versions line that manually.

    An option like "Save as new version" like in other software I use, and one get the recent (edited) project file saved separately from the last with a number extension in the project's file name like project_1, project_2 etc.

    Although, I guess the map file could count as such in this case, although I'm not sure how independent it is from all used assets and what settings it actually stores or not.

    However, replacing the map file and associated tiles folder worked pretty well in this case.

    I don't know about Perforce yet. Will need to check that out. I also know of Github repository but I don't know how it works with the Unreal Editor.

    Thanks for sending the issue to the developer, Matt!
     
    Last edited: Nov 17, 2023
  13. protonmw

    protonmw Active Member

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    DTG Matt could you please give some hints on how to setup perforce with the needs of the TSW editor? Where should the workspace be and such things? Thanks!
     
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  14. RobertSchulz

    RobertSchulz Well-Known Member

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    I just want to give an update that the issue is not completely away for me and still causes problems.

    While disabling autosave gave me the ability to progress my track layering way further, the issue still persists or comes back from time to time with a save related error which says

    "Save aborted. Levels must be made visible before they can be saved"

    Screenshot (8886).png

    After that I still get faulty tracks which remain unselectable in Network Edit Mode and can't be deleted.

    One big issue for me, I just found out now is this particular ghost track. It is next to the track I need for my route and unfortunately is extremely elevated now, because I compensated an issue with the SRTM and Lidar data and the landscape is now more flat at this point:
    Screenshot (8915).png
    Screenshot (8914).png

    Very problematic for me, as I find no solution for this. I also looked up the Unreal forums, but no solution to that.

    The only thing I could do is place a new track over it (hiding the ghost track) but the problem with this method is that I have an extremely elevated track next to my normal track, which I could do, but for sure looks weird. :-/

    Unfortunatley, I noticed this track too late, and reverting to an earlier version of my map file would mean I lose many tracks I laid in the last days, which I simply can't do.

    So I only have the option to hide it in anyway or build it new.

    Very problematic. I hope that there will be a way in the future to get rid of ghost assets.
     
  15. stanik

    stanik New Member

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    I got all tracks disappeared from map today - why?
     

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