Saving a map will always resave the map's BuiltData, even if the BuiltData hasn't been marked dirty. Changes were made to avoid marking it dirty for [Link Removed], but the call to SaveWorld in FEditorFileUtils::SaveLevel ignores the dirty flag and tries to save it anyway.
In 4.27, marking the map as Writeable and saving it resulted in a prompt to check out the BuiltData file. In 5.0, the second prompt did not appear and the save failed because the BuiltData was not writeable.
How does TextureRenderTarget2D get TArray<uint8> type data?
How do I set a material as a post-processing material?
How to delete some elements correctly when deleting an array loop?
Why does the REMOVE method of map container remove elements have memory leaks?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
What is the difference between Camera and CineCamera?
How would I go about lerping the rotation instead of it snapping when turning (pls dont sue me epic)
Does media player's OpenFile method support dynamically opening a video file?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-119080 in the post.