Cannot save any font asset

Looks like its not using the correct path.

Unity: 2018 LTS
OS: OSX Catalina
TMP: 1.4.1

UnityException: Creating asset at path urce/Fractured_Bolt/Assets/Fonts/mago1.asset failed.
TMPro.EditorUtilities.TMPro_FontAssetCreatorWindow.Save_Bitmap_FontAsset (System.String filePath) (at Library/PackageCache/com.unity.textmeshpro@1.4.1/Scripts/Editor/TMPro_FontAssetCreatorWindow.cs:1274)
TMPro.EditorUtilities.TMPro_FontAssetCreatorWindow.SaveNewFontAsset (UnityEngine.Object sourceObject) (at Library/PackageCache/com.unity.textmeshpro@1.4.1/Scripts/Editor/TMPro_FontAssetCreatorWindow.cs:1210)
TMPro.EditorUtilities.TMPro_FontAssetCreatorWindow.DrawControls () (at Library/PackageCache/com.unity.textmeshpro@1.4.1/Scripts/Editor/TMPro_FontAssetCreatorWindow.cs:1035)
TMPro.EditorUtilities.TMPro_FontAssetCreatorWindow.OnGUI () (at Library/PackageCache/com.unity.textmeshpro@1.4.1/Scripts/Editor/TMPro_FontAssetCreatorWindow.cs:257)
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <df7127ba07dc446d9f5831a0ec7b1d63>:0)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <df7127ba07dc446d9f5831a0ec7b1d63>:0)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <df7127ba07dc446d9f5831a0ec7b1d63>:0)
UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at /Users/builduser/buildslave/unity/build/Editor/Mono/HostView.cs:342)
UnityEditor.HostView.Invoke (System.String methodName) (at /Users/builduser/buildslave/unity/build/Editor/Mono/HostView.cs:336)
UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition, UnityEngine.Rect viewRect) (at /Users/builduser/buildslave/unity/build/Editor/Mono/HostView.cs:310)
UnityEditor.DockArea.DrawView (UnityEngine.Rect viewRect, UnityEngine.Rect dockAreaRect, System.Boolean customBorder, System.Boolean floatingWindow, System.Boolean isBottomTab) (at /Users/builduser/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:361)
UnityEditor.DockArea.OldOnGUI () (at /Users/builduser/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:320)
UnityEngine.Experimental.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout) (at /Users/builduser/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:266)
UnityEngine.Experimental.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect)

What is the path (fully qualified) of where it is trying to save this asset?

Is this path super long or contain some non latin characters.

The Path is “/Users/username/Source/Fractured/Assets/Fonts” Nothing crazy

When creating a new font asset, the file path requester should show up allowing to confirm / change the path location.

Is the path it comes up with appear to be the correct path?

Is this path inside the project?

Try a different path inside the project?

Do you get the same behavior if you create a new project and go through the same steps?

If the issue persists even with a newly created project, please submit a bug report with that new project along with the steps to reproduce. Once you have the Case #, please provide it here.