Unity 2018.4 - Trying to reload asset from disk that is not stored on disk

I have a few folders marked for asset bundles like so:
139327-t2.jpg

And when I build them via a script, I get the following messages. Oddly enough, once per asset I’m putting in the bundles.

The error points to the “BuildAssetBundle” section of a script I’m preparing the bundles with that looks like this:

        string assetBundleDirectory = "Assets/AssetBundles";
        if (!Directory.Exists(assetBundleDirectory))
        {
            Directory.CreateDirectory(assetBundleDirectory);
        }

        BuildPipeline.BuildAssetBundles(assetBundleDirectory, 
            BuildAssetBundleOptions.ForceRebuildAssetBundle, 
            BuildTarget.StandaloneWindows);

I’d like to note that my folder structure is “Assets/_Assets/etc” so I can keep all game data in its own folder tree. The bundles are being created to “Assets/AssetBundles”.

Does anyone have a clue why this might be happening? The bundles are being generated just fine and they work perfectly during runtime.

Alright, so I figured out the problem, I guess?

Or at least I figured out how to stop these errors. I still have no idea why the error exists.

The assets were in their own folders inside the path: “Assets/_Assets/AssetBundles/Bundle1, Bundle2, etc”
Once I renamed the folder to _Bundles, so it looked like “Asset/_Assets/_Bundles/Bundle1” the errors disappeared completely.

I’m not sure if there’s something going on inside the BuildAssetBundle function that deals with a vague “AssetBundles” folder reference or not, but hey, I just won’t do that anymore and it seems everything is fine. Go figure?

Note: This path has ‘nothing’ to do with the folder I’m building the bundles TO a.k.a “Assets/AssetBundles”