UTexture2D::ConditionalPostLoad doesn't wait for the render data to finish caching outside of the editor...
The RebuildRenderData is only getting called because the texture size is 0 in the first place, and it then mucks everything up using the fallback 1x1
Head over to the existing Questions & Answers thread and let us know what's up.
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Component | UE - Gameplay - Paper2D |
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Affects Versions | 4.7.6 |
Target Fix | 4.8 |
Fix Commit | 2520441 |
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Created | Apr 21, 2015 |
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Resolved | Apr 30, 2015 |
Updated | Apr 27, 2018 |