Troubleshooting

This page holds information on the different SEUT errors, warnings and the steps of how to resolve them.


There is an issue - what do I do?

The first step should always be to gather more information on exactly what went wrong. In the case of SEUT, if there is no error popup, this means checking the SEUT Notifications-screen. There you can filter all notifications by type and thus should be able to easily find errors and warnings. Errors in that screen also contain a button with a link to the list below, which provides solutions to fix all errors. Should no relevant error or warning be listed in the SEUT Notifications-screen, check the Blender System Console linked at the bottom of that screen.

If you cannot find an answer to your issue, or if you find something marked Traceback in your Blender System Console, your next step should be to search through the open GitHub issues here. If you cannot find an issue pertaining your particular case, feel free to open up a new issue.

SEUT Error Codes

E001

SEUT: Import error. Imported object not found.

Cause

After import, the imported objects could not be found.

Solution

There is no real way to solve this issue beyond attempting another import. It’s likely that the FBX-file is corrupted in some way.


E002

SEUT: Collection {variable_1} not found, excluded from view layer or empty. Action not possible.

Cause

For the action that was attempted, the listed collection must be available and it was not due to either not existing, being empty, or being excluded from the view layer.

Solution

  • If the specified collection does not exist, hit the Recreate Collections-button in the  SEUT Main Panel.

  • If the specified collection is empty, place at least one object into the collection.

  • If the collection is excluded from the view layer, be sure to tick its checkbox in the outliner:


E003

SEUT: {variable_1} path '{variable_2}' doesn't exist.

Cause

The folder or file specified in the given path does not exist.

Solution

Re-enter the path in the respective field, preferrably by using the file browser.

(The above is an example of the Export Path file browser, but this error may refer to another path.)

E004

Cause

No SubtypeId has been set for the specified scene.

Solution

This should never happen anymore but if it still does, simply specify a SubtypeId in the  SEUT Main Panel.


E005

Cause

Linking the current scene to the selected other scene would create a circle of reference and thus an infinite loop.

Solution

Check all your scenes and ensure that all subpart empties point to the correct target scenes. A reference loop should never be needed to set up a model correctly.


E006

Cause

Either the LOD or Build Stage collections are set up in an invalid manner.

Solution

It is not possible & does not make sense to have higher LOD / BS collections without the lower ones. Move the contents of the higher ones down to the lower ones so instead of, for example, having LOD1 / BS1empty and objects in LOD2 / BS2, move those objects into the LOD1 / BS1-collection.


E007

Cause

The path to the specified texture of the listed local (non-MatLib) material does not contain the component Textures\\.

Solution

Place the textures in the specified image node of the material into a folder named Textures. They can also be in a subfolder within the folder Textures. You will have to place the DDS-versions of those textures within the same folders (starting from Textures) in your mod.


E008

Cause

The attempted action requires the BLEND-file to have been saved.

Solution

Save your BLEND-file.


E009

Cause

More than one object is selected when attempting to create a highlight empty

Solution

Only select a single object when trying to create a highlight empty.


E010

Cause

Simple Navigation only works on SEUT collections. There are no SEUT collections in the current scene.

Solution

Press the Recreate Collections-button in the  SEUT Main Panel to create the SEUT collections.


E011

Cause

A “lower” LOD collection’s distance is set to further than a “higher” LOD collection.

Solution

Change the LOD collection distances so that the distances of “higher” LOD collections are always further than that of the next “lower” LOD collection. For example, the distance for LOD2 cannot be 25m if the distance for LOD1 is 50m. It must be greater than 50m.


E012

Cause

The path selected in the specified field in the addon’s preferences is not valid.

Solution

Use the file browser to set a new path that points to the correct location.


E013

Cause

The wrong target file has been selected for the specified tool in the addon’s preferences.

Solution

  • Use the file browser to select the correct tool’s EXE-file.

  • If this error appears when attempting to set the Havok Filter Manager filepath, ensure that you have installed Havok, and are not attempting to select the Havok installation EXE-file.


E014

Cause

The Export Folder set for the specified scene does not point to a directory within a folder named Models.

Solution

Set the Export Folder for the specified scene to a folder named Models. It also point to a subfolder within the folder Models.


E015

Cause

The chosen file is of an invalid filetype for this operation.

Solution

Either convert the file to the correct filetype or choose another file.


E016

Cause

There was an error when attempting to export the specified scene.

Solution

View the errors that are listed to have happened during export and resolve them, then attempt to export again. If no errors are listed, refer to the Blender System Console for more detailed error output.


E017

Cause

An unspecified error has occurred during export to FBX.

Solution

This error can have various causes but the most common one is due to not being in OBJECT-mode within your Viewport when starting the export.


E018

Cause

The SubtypeId that has been entered is already in use for a different scene in this BLEND-file.

Solution

Two scenes cannot have the same SubtypeId. There is no way around this - one of the two scenes will have to be named differently.


E019

Cause

No Export Folder has been defined for the specified scene.

Solution

Define an Export Folder for the specified scene.


E020

Cause

An unspecified error occurred during deletion of the temporary files. (The files used to build the MWM-file from.)

Solution

This error can have various causes. Attempt the following:

  • Check any .log files placed in your Export Folder for errors.

  • Ensure that you have the latest & correct version of the MWMBuilder.


E021

Cause

There are no BLEND files in the Materials-folder within the SEUT Assets directory.

Solution

This generally means that the SEUT Assets Repository has not been downloaded & installed yet. Go to Addon Preferences and make sure it is available.


E022

Cause

There are too many separate objects in the specified collection.

Solution

Reduce the amount of objects in the specified collection. Note that instead making the existing objects more complex is often not a good solution, due to the way Havok converts them into collision shapes.


E023

Cause

The specified empty is not rotated to a valid angle.

Solution

Space Engineers only supports a limited amount of rotation combinations for mirroring. In some cases this means that even though the empty is rotated to the correct angle, this error still appears. Try rotating the empty to the same end position but with different rotation values on the axii.


E024

Cause

The Mountpoints-collection of the specified scene was not found.

Solution

Disabling and re-enabling Mountpoint Mode will recreate the collection.


E025

Cause

The selected object is outside of the scene’s Main-collection when attempting to create a highlight empty.

Solution

Move the target object of the highlight empty to the scene’s Main-collection or select another object within the Main-collection.


E026

Cause

No material-type assets are contained in the available BLEND files.

Solution

Download and install the SEUT Assets Repository.


E027

Cause

The Mountpoint Empty for the specified side was not found.

Solution

Disabling and re-enabling Mountpoint Mode will recreate the empty.


E028

Cause

The active object is not an Armature.

Solution

Do not attempt to run this action on an object that is not an Armature.


E029

Cause

No Armature is currently selected.

Solution

Select an Armature before attempting this action.


E030

Cause

The specified path is a directory and does not point to an EXE-file, as required.

Solution

Select an EXE-file instead of a directory through the file-browser.


E031

Cause

The specified collection has more than one top-level object. In order for empties to work ingame, that cannot be the case and as such SEUT enforces only a single top-level object in this collision.

Solution

Parent all objects in the specified collection to a single object. See this YouTube tutorial for a guide on object parenting in Blender 2.80+.


E032

Cause

The specified object either has no UV-Maps or duplicate UV-Maps. Either will cause Space Engineers to crash, thus SEUT prevents the export.

Solution

Correct the specified object’s UV-Maps.


E033

Cause

Special (non-ASCII) characters are present in SubtypeIds, material names or object names of scenes that were attempted to be exported. This is not allowed.

Solution

Go through the names specified above and ensure no special characters are present, then attempt to export once again.


E034

Cause

The specified collision object has unapplied modifiers and cannot be exported.

Solution

Apply all modifiers on the specified collision object.


E035

Cause

An unspecified error occurred during export with the specified tool.

Solution

Ensure that the correct tool paths are linked in the addon’s preferences.


E036

Cause

This is generally caused by the FBX file being in a special ASCII-FBX format. This is the case for some FBX files inside the SpaceEngineers ModSDK. The Blender importer used by SEUT does not support this format.

Solution

It is possible to convert the ASCII-FBX file into a “normal” one using the Autodesk FBX Converter. It’s a free application made by the creators of the FBX-format which will allow you to open the ASCII-FBX and then save it into the normal FBX 2013 format.


E037

Cause

The cause for this is a faulty installation of the Havok Content Tools.

Solution

  • Re-install havok and ensure that hctFilterManager.dll is present in its installation folder afterwards.

  • Ensure your export folder is not within your Documents or Downloads or other system-folders that may have special protections applied to them.

  • Ensure that your export path does not contain any non-standard (non-ASCII) characters. Unfortunately Havok cannot handle them.


E038

Cause

This error is often caused by an invalid UV-Map setup on one of the exported objects.

Solution

Ensure that none of your models have any of the following UV issues:

  • Duplicate UV-Maps for faces.

  • Faces without UV-Maps.

  • More than one UV-Map for an object.


E039

Cause

This error generally indicates that certain libraries and / or frameworks are missing and MWM Builder could not run as a result.

Solution

Install the missing libraries / frameworks.

Ensure that you have both the .NET Framework 3.5 SP 1 as well as the Visual C++ Redistributable for Visual Studio 2015 installed. You can find them here - please install both the x86 and x64 versions of each.

https://www.microsoft.com/en-us/download/details.aspx?id=22

https://www.microsoft.com/en-us/download/details.aspx?id=30679

https://www.microsoft.com/en-pk/download/details.aspx?id=48145


E040

Cause

SEUT was not able to read the XML code contained within the selected file.

Solution

This generally means that the file is not a MaterialsLib file and thus cannot be loaded. If it is, there might be an issue with the XML code within the file.


E041

Cause

The selected MaterialsLib contained either no materials or no materials that did not already exist within the current BLEND-file.

Solution

Remove the corresponding materials from the BLEND-file. before attempting to import them from XML.


E042

Cause

When working on models it can happen, that UV-Maps are invalidated. This means, that the UV-Vertices of the UV-Maps of an object are all placed on (0,0). This will cause the object to be shaded improperly ingame.

Solution

Recreate the specified object’s UV-Maps to fix these issues.


E043

Cause

One of the objects of this file (collection can be determined by filename) has invalid UV-Maps.

Solution

Ensure all objects in the corresponding collection have valid UV-Maps. They cannot, for example, be too small.


E044

Cause

An error was detected during MWM conversion.

Solution

Take steps to resolve the issue depending on the error in the log file.


E045

Cause

The model path was attempted to be set outside of the defined mod path.

Solution

The model’s path must be within the mod’s directory.


E046

Cause

An error occurred during conversion of the specified texture and material to DDS.

Solution

Reference the error message included in the notification for solutions.


E047

Cause

There was an access violation during the attempt to use Havok to create the collision model.

Solution

This can be caused by having both Havok 2013 and 2014 installed simultaneously.


E048

Cause

The user attempted to set up a second Planet Editor-type scene in a single Blend file.

Solution

It is not possible to have to Planet Editor-type scenes in one Blend file. Instead, create a second Blend file for the second Planet Editor scene.


E049

Cause

SEUT could not find a required file in the SEUT Assets Directory.

Solution

Redownload the contents of the Assets Directory.


E050

Cause

The tools SEUT relies on require certain libraries to be present on the device. If this error appears, one such library was not present.

Solution

Install the Visual C++ Redistributable for Visual Studio 2012 Update 4 32bit (x86) version. You can find it here:


E051

Cause

The specified object does not have correct weight painting for the specified reason.

Solution

If the reason listed is Vertex is not grouped in vertex group, ensure that all vertices of the specified object are grouped in a vertex group.

If the reason listed is Vertex is not weight-painted, ensure that all vertices of the specified object are weight-painted.


E052

Cause

The armature, which contains all bones of the character, has a scale of 1.0.

Solution

Undo your actions to before scale was applied to the armature or start over with a newly imported one. Unfortunately there is no way to fix it once it has been applied.


E053

Cause

The default nodes the specified material was created with were altered and are invalid as a result.

Solution

Space Engineers does not support custom material node trees. The only information Space Engineers reads are the textures linked in the preset nodes: CM, ADD, NG and ALPHAMASK as well as the settings from the SEUT panel in the Shader Editor. As a result, making changes to the node tree is not supported by SEUT.


E054

Cause

Space Engineers does not support all Blender physics shapes.

Solution

Change the rigid body physics shape of the specified object to a supported type.


SEUT Warnings

W001

Cause

The Grid Export-settings of the listed subpart scene are not equivalent to those of the scene it is referenced in.

Solution

Ensure that the Grid Export-settings of both main- and subpart scene are the same.


W002

Cause

When working on models it can happen, that UV-Maps are invalidated. This means, that the UV-Vertices of the UV-Maps of an object are all placed on (0,0). This will cause the object to be shaded improperly ingame.

Solution

Recreate the specified object’s UV-Maps to fix these issues.


W003

Cause

There was an unspecified issue when attempting to remove unused materials from the listed object.

Solution

This can generally be ignored. To resolve, attempt to manually remove the unused materials from the specified object.


W004

Cause

The texture resolution of the specified texture has an invalid resolution. Space Engineers only supports resolutions that are to the power of 2: 128x128, 256x256, 512x512, 1024x1024 etc.

Solution

Edit your texture to have a valid resolution.


W005

Cause

The specified empty (though the ‘.001’ number at the end of its name might differ) has no parent object. This will generally prevent it from working within Space Engineers.

Solution

Ensure the specified empty is parented to the top-level object of the listed collection.


W006

Cause

The listed parent of the specified empty (though the ‘.001’ number at the end of its name might differ) has its own parent object. This means that the empty is not parented to the listed collection’s top-level object.

Solution

Ensure that the specified empty is parented to the listed collection’s top-level object.


W007

Cause

The specified empty (though the ‘.001’ number at the end of its name might differ) has a different parent object from its target object. This will generally prevent it from working within Space Engineers.

Solution

Ensure the specified empty is parented to the same parent object as its target object.


W008

Cause

The specified scene is of a type that supports armatures but does not contain any.

Solution

Either switch the specified scene to a different type or add armatures to the scene.


W009

Cause

The specified scene is of a type that doesn’t support armatures but contains them.

Solution

Either switch the specified scene to a different type or remove the armatures from the scene.


W010

Cause

The specified previously linked MatLib could not be found anymore in the specified folder.

Solution

Unless the MatLib was removed intentionally, in which case this can be ignored, check the specified folder and replace the MatLib BLEND-file.


W011

Cause

The specified image file, which is referenced in a material imported from XML, cannot be loaded.

Solution

This can have various causes but the main one would be that the specified image is not in the required TIF-format.


W012

Cause

An exported model is making use of a material added with a Space Engineers DLC.

Solution

The model the material is used on must be “DLC-locked” in order to comply with Keen SWH’s usage guidelines. Players without the DLC in which the material was added originally cannot be allowed to use the model ingame.


W013

Cause

The specified object in the scene that was just exported does not have any geometry.

Solution

A model without geometry can cause issues. Delete it, as it serves no further purpose.


W014

Cause

The specified material has no valid texture defined in the specified slot. This generally means it will not display properly ingame.

Solution

Insert a texture for the respective slot in the specified material.


W015

Cause

BEZIER interpolation is not supported by Animation Engine.

Solution

The interpolation is automatically replaced with LINEAR interpolation.


W016

Cause

A specific SBC-element could not be found and thus could not be updated.

Solution

Insert a texture for the respective slot in the specified material.


W017

Cause

The specified attribute could not be found in a SBC-element and thus could not be updated.

Solution

Insert a texture for the respective slot in the specified material.


W018

Cause

Bones that differ from the standard Space Engineers skeleton have been detected. (It will need entirely custom animations.)

Solution

Either revert back to the standard skeleton or create an entire custom animation set.


W019

Cause

The (texture-)nodes in the material aren’t supported by the material technique.

Solution

Some material techniques do not support all types of textures. In order to use these textures, switch the material technique to one that is compatible.


W020

Cause

The scene grid size differs from the set grid export size while a subpart empty is present. This will often break subparts in obvious and not so obvious ways.

Solution

Create a separate scene for each grid size.