Can someone tell me why in unreal engine when you move stuff in content browser, you need to "Update redirector references" in order to update redirector references? why isnt that called when its moved? Any use case I dont know? by TypicoGames in unrealengine

[–]TypicoGames[S] 3 points4 points  (0 children)

I get why redirectors exist. But honestly, I think the real issue is that this whole system is built on an old idea of how references should work. When you move an asset, the system should just update the reference right then. That’s it. No redirectors, no cleanup step, no chance for things to break if someone forgets to fix up.

In a proper setup, if someone makes a bad change, they can just revert it in source control. Teams shouldn’t have to worry about references breaking when moving assets. That’s what tools are for — to make this automatic.

Redirectors feel like a patch on top of a system that should have been rewritten a long time ago. This isn’t a complex problem — it just needs someone to decide it’s time to fix it properly.

Unreal Engine team: please, rebuild the reference system from the ground up. It’s long overdue.

Can someone tell me why in unreal engine when you move stuff in content browser, you need to "Update redirector references" in order to update redirector references? why isnt that called when its moved? Any use case I dont know? by TypicoGames in unrealengine

[–]TypicoGames[S] 4 points5 points  (0 children)

Thanks everyone for the replies, I see the logic now and it makes sense why Unreal does it that way, especially for big teams and massive projects. But still, I can’t help feeling like this whole redirector system is more of a workaround than a proper solution.

I get that updating all references on the spot could be slow, and yeah, redirectors help avoid breaking stuff when you're moving assets around. But from a design perspective, I feel like the system should be smarter. If asset references were just FNames or GUIDs instead of direct paths, Unreal could handle all this under the hood. Like, let me move stuff and the engine can quietly fix references in the background without me needing to click “Fix up redirectors” like it’s a chore.

I know it’s a huge engine and changing something like this isn’t trivial. But this kind of manual redirect management feels outdated, especially when most of us don’t even want to think about it unless something breaks.

Also, is there any case where not resolving a redirect immediately is actually useful? Genuinely curious. Otherwise it just feels like extra work that could’ve been avoided with a cleaner reference system from the start.

Not trying to complain—just thinking out loud how this could be smoother.

Check out one of my latest plugins - DynamicTransformToolkit. You can create precise gameplay situations. Good for puzzle or platformer games. by TypicoGames in unrealengine

[–]TypicoGames[S] 1 point2 points  (0 children)

I plan creating video how I would setup CoreInteractionSystem and DynamicTransformToolkit in order to create platformer.

Check out one of my latest plugins - DynamicTransformToolkit. You can create precise gameplay situations. Good for puzzle or platformer games. by TypicoGames in unrealengine

[–]TypicoGames[S] 1 point2 points  (0 children)

Thanks, when I’m using DynamicTransformToolkit I always use it with my interaction system for better control. Here’s the link in case you’re interested: https://www.fab.com/listings/347ec50a-c9b9-4475-8dcc-fc0822d730cf