It works! I found a solution. I go to a save file from chapter 5 and than it loads. Now i load my current save file chapter 9 and i get no error! Yuffie beach clothes
When I load my save in Chapter 6, it crashes. When I load my save in Chapter 5 and THEN load my save in Chapter 6, it indeed works. However, even if I create a new save game (Ch 6) after it was successfully loaded and restart the game, I still have to load the Chapter 5 save first since the Chapter 6 save will crash. So... did someone find a workaround for this? Do I always have to load Chapter 5 first when I start the game and want to use this mod? Or is this a Ch 6 only thing?
Loading the save game until it works however it not the solution. I did it countless times, I also removed the shader cache and forced a re-caching. The only thing that works is loading Ch 5 (or another one, I don't know, I only tested Ch 5 since it works) first, then loading the most recent one.
No, no one has found a solution or what this problem is due to, I deduced that it would have to be something related to the shader cache which is the only thing that remains after closing the game but I'm not sure either, it is the first game that something so strange happens.
Discussing this with my usual fellow co-coder (yes, of course it's an AI), I get this feedback:
What you’re seeing isn’t a “mystical chapter-6 bug” in FFVII Rebirth – it’s simply Unreal Engine telling you that it tried to spawn Yuffie’s standard‐outfit Blueprint in Chapter 6, couldn’t find the compiled class for it, and blew up. What’s actually going on:
The game’s Chapter 6 map (and your Chapter 6 save) contains a hard reference to /Game/Blueprint/Character/Player/PC0005_00_Yuffie_Standard.PC0005_00_Yuffie_Standard_C
By installing your mod you have removed or replaced that Blueprint asset without including the real UBlueprintGeneratedClass (the thing that holds the ClassConstructor function).
If you load a Chapter 5 save first, Chapter 5’s sequences happen to force-load the original Yuffie-Standard Blueprint into memory. Once it’s in RAM, Chapter 6 doesn’t have to go back to disk – it uses the still-alive class it loaded back in Chapter 5. But if you go straight into Chapter 6 on a fresh run, the engine goes “hey I need that Yuffie_Standard_C class,” looks on disk under your mod .pak, sees you’ve overridden/removed it, can’t find a ClassConstructor, and fatal errors out.
How to fix it:
Don’t delete or drop-out the entire PC0005_00_Yuffie_Standard Blueprint class. • If you only want to swap Yuffie’s mesh/outfit, open that Blueprint in the editor, replace its SkeletalMeshComponent with your Gold-Saucer dress mesh, save it, cook it, and ship that single modified asset. • That way the UBlueprintGeneratedClass (and its ClassConstructor) stays intact, you’ve just changed its mesh.
If for some reason you must replace the entire Blueprint asset, you have to ship both the .uasset and the .uexp (the cooked generated-class data) so that UE4 can actually find the ClassConstructor for /Game/Blueprint/Character/Player/PC0005_00_Yuffie_Standard.PC0005_00_Yuffie_Standard_C. Without the .uexp you’ll get exactly the error you’re seeing.
(Alternate hack) Force that Blueprint into memory at startup by adding it to your mod’s ini under StreamingSettings. Example in your DefaultEngine.ini: [/Script/Engine.StreamingSettings] +InitialLoadAssets=(AssetName="/Game/Blueprint/Character/Player/PC0005_00_Yuffie_Standard.PC0005_00_Yuffie_Standard") That will pre‐load the class even if Chapter 6 is the first thing you ever load, but it only works if the cooked Blueprint actually exists in your mod .pak.
In practice the easiest and safest route is point #1: grab the original PC0005_00_Yuffie_Standard.uasset, open it in UE4, swap its mesh to your Gold Saucer dress, re-cook, re-pak. That preserves the compiled class and you never run out of constructors.
So @Gantz79, maybe you want to test something out, maybe you don't - if you don't would you mind sending me additional files I would need to re-create the mod myself per PM, so I could try to get into it and fix it myself? I'm no professional modder but I'm a software developer, so I'm quite positive I can solve this.
I can not share anything with you because once packed I have no way to unpack them, if anyone knows how to unpack them please comment here, I have not managed to unpack any mod of any game in ZEN LOADER.
Regarding the AI what you say does not make sense because I do not remove any type of internal UASSET within the game, I only extract in this case of Yuffie the PC0005_00_Yuffie_Standard.uasset and where it gives the instruction to load the Standard model I indicate it to load another model nothing else, so all UASSETs still exist originally, this trick is used in all games to load normally the suits already existing within the game, the strange thing is that only FFVII Rebirth suffers from this BUG nor its predecessor or other games that I have modified suffer from this strange BUG and I do not think it has nothing to do with the loading instructions that contains the saved game because the file PC0005_00_Yuffie_Standard. uasset still exists to load and has not disappeared.
I see... So you imported the uasset in Unreal Editor, modified name/path there and re-cooked it? There doesn't seem to be an uexp, I looked hard for it in the last few hours while digging in, so the class constructor does indeed need to be in the uasset. But here this seems not to be the case here, the mod is relying on cached data from the previous loaded save. The cooking seem to be essential, since it re-embeds the generated class data back into the new uasset. I wanted to try that but my Unreal Engine 4.27.2 is not showing the uasset in the Content Browser (maybe just a mismatching version) and since it's now nearly midnight, I stop here. But if you tell me now that you indeed properly re-cooked the uasset then I'm at a loss now as well.
I used ZenTools to extract the UASSET and the UEXP there is no other way to extract the UASSET correctly for ZEN LOADER packaging, then I extracted the Mappings.usmap with UE4SS and yet I used UAssetGUI for FF7R to rename the model load, then I packaged with ZenTools again. You can find all the tools and more in the channel OpenFF7R
I tried extracting with ZenTools as well but ran into trouble with the ucas, it only seems to extract the pak files for me. I managed to extract pakchunk4-WindowsNoEditor.ucas with FModel or retoc, but there was no uexp in it. You write that you did extract an uexp file, did I understand that correctly? I could not find one. When you write you did repackage it, did you include the uexp again? I'm new to this stuff and try to wrap my head around it right now - in your mod I could not see an uexp either, maybe FModel (and also Umodel) does not show the uexp? Which would be strange.
If I'm annoying you, please tell me, since there is a workaround that works. But since I already started looking into it, I'm a little motivated now. :) Using UEVR there will be a lot more UE titles I'm gonna play in the feature so this looks like a good time getting into the basics.
I extracted everything fine with Zentools even the UEXP and it repacked it, what I can't do anymore is to unpack the mod again. You can find all the tools and more guide in the channel OpenFF7R
I hadn't noticed that until you mentioned it, I don't know how to modify 3D models so I can't do anything but you can perfectly use the second suit with the bandages that doesn't create that problem.
Yes it is already mentioned in the description, but the only way is to keep trying or as some users say load a previous game and then load the game you are playing, there is no solution to this random loading error that is probably due to the shader cache.
Just activate and deactivate the “discussion tab” in order to remove the Nexus BOT that always opens empty discussions in most of my mods. Discussion tab
It is a matter of insisting, with my current game that I am in Gongaga I have installed the two mods and the sixth attempt to load well, I assure you that my game has nothing special.
I just tested a method to make all chapters show YUFFIE's appearance changes without crashing. Step 1 is to disable all character changes, start a new game and skip all scenes until you can get to the initial save page and save this new game. Step 2 is to close the game and apply all character changes including YUFFIE's appearance changes. Step 3 is to load the save file you want to read directly into this new save file. This way, you can smoothly enter any chapter save file you want to read without crashing. But if you close the game and restart the game every time, then you must do step 3. But if you load the save file you want to enter directly from the chapter title after the game home page when you reopen the game, you will see the message that YUFFIE crashed!
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Yuffie beach clothes
Loading the save game until it works however it not the solution. I did it countless times, I also removed the shader cache and forced a re-caching. The only thing that works is loading Ch 5 (or another one, I don't know, I only tested Ch 5 since it works) first, then loading the most recent one.
What you’re seeing isn’t a “mystical chapter-6 bug” in FFVII Rebirth – it’s simply Unreal Engine telling you that it tried to spawn Yuffie’s standard‐outfit Blueprint in Chapter 6, couldn’t find the compiled class for it, and blew up.
What’s actually going on:
- The game’s Chapter 6 map (and your Chapter 6 save) contains a hard reference to
- By installing your mod you have removed or replaced that Blueprint asset without including the real UBlueprintGeneratedClass (the thing that holds the ClassConstructor function).
- If you load a Chapter 5 save first, Chapter 5’s sequences happen to force-load the original Yuffie-Standard Blueprint into memory. Once it’s in RAM, Chapter 6 doesn’t have to go back to disk – it uses the still-alive class it loaded back in Chapter 5. But if you go straight into Chapter 6 on a fresh run, the engine goes “hey I need that Yuffie_Standard_C class,” looks on disk under your mod .pak, sees you’ve overridden/removed it, can’t find a ClassConstructor, and fatal errors out.
How to fix it:/Game/Blueprint/Character/Player/PC0005_00_Yuffie_Standard.PC0005_00_Yuffie_Standard_C
- Don’t delete or drop-out the entire PC0005_00_Yuffie_Standard Blueprint class.
- If for some reason you must replace the entire Blueprint asset, you have to ship both the .uasset and the .uexp (the cooked generated-class data) so that UE4 can actually find the ClassConstructor for
- (Alternate hack) Force that Blueprint into memory at startup by adding it to your mod’s ini under StreamingSettings. Example in your DefaultEngine.ini: [/Script/Engine.StreamingSettings]
In practice the easiest and safest route is point #1: grab the original PC0005_00_Yuffie_Standard.uasset, open it in UE4, swap its mesh to your Gold Saucer dress, re-cook, re-pak. That preserves the compiled class and you never run out of constructors.• If you only want to swap Yuffie’s mesh/outfit, open that Blueprint in the editor, replace its SkeletalMeshComponent with your Gold-Saucer dress mesh, save it, cook it, and ship that single modified asset.
• That way the UBlueprintGeneratedClass (and its ClassConstructor) stays intact, you’ve just changed its mesh.
/Game/Blueprint/Character/Player/PC0005_00_Yuffie_Standard.PC0005_00_Yuffie_Standard_C.
Without the .uexp you’ll get exactly the error you’re seeing.
+InitialLoadAssets=(AssetName="/Game/Blueprint/Character/Player/PC0005_00_Yuffie_Standard.PC0005_00_Yuffie_Standard")
That will pre‐load the class even if Chapter 6 is the first thing you ever load, but it only works if the cooked Blueprint actually exists in your mod .pak.
So @Gantz79, maybe you want to test something out, maybe you don't - if you don't would you mind sending me additional files I would need to re-create the mod myself per PM, so I could try to get into it and fix it myself? I'm no professional modder but I'm a software developer, so I'm quite positive I can solve this.
Regarding the AI what you say does not make sense because I do not remove any type of internal UASSET within the game, I only extract in this case of Yuffie the PC0005_00_Yuffie_Standard.uasset and where it gives the instruction to load the Standard model I indicate it to load another model nothing else, so all UASSETs still exist originally, this trick is used in all games to load normally the suits already existing within the game, the strange thing is that only FFVII Rebirth suffers from this BUG nor its predecessor or other games that I have modified suffer from this strange BUG and I do not think it has nothing to do with the loading instructions that contains the saved game because the file PC0005_00_Yuffie_Standard. uasset still exists to load and has not disappeared.
I wanted to try that but my Unreal Engine 4.27.2 is not showing the uasset in the Content Browser (maybe just a mismatching version) and since it's now nearly midnight, I stop here. But if you tell me now that you indeed properly re-cooked the uasset then I'm at a loss now as well.
You can find all the tools and more in the channel OpenFF7R
If I'm annoying you, please tell me, since there is a workaround that works. But since I already started looking into it, I'm a little motivated now. :) Using UEVR there will be a lot more UE titles I'm gonna play in the feature so this looks like a good time getting into the basics.
You can find all the tools and more guide in the channel OpenFF7R
any chance to correct barret's hand being inside his guns in his corel outfit?
Discussion tab
Tried to load game with 10 different save files
All gives error and crashes.
Thanks anyway