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.
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
/ BS1
empty 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 installationEXE
-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 yourExport 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 SubtypeId
s, 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
orDownloads
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.