The asset manager is used to scan directories on disk for different Primary Assets that can then be loaded on demand. Game feature plugins support the ability to add additional scan directories when they are registered. When the asset manager settings are changed in the editor, it tries to rescan all directories for primary assets. However, this is not correctly scanning the additional directories added by game feature plugins.

In the Lyra sample used in the steps to reproduce, the default asset manager settings load LyraUserFacingExperienceDefinition assets from the /Game/System/Playlists and /Game/UI/Temp directories, which covers the 2 default experiences. Other experiences are enabled using Game Feature Data such as /TopDownArena/TopDownArena that add new directories to scan. When the asset manager settings are modified, it only rescans the directories in the base settings and is failing to rescan the directories added by game features. This problem goes away if you restart the editor.

Steps to Reproduce
  1. Compile and load Lyra in the editor
  2. Start Play In Editor (selected viewport or new editor window) on the default L_DefaultEditorOverview map
  3. Note that it shows 6 (or more) teleporter pads you can enter. Stop PIE
  4. Open up the Asset Manager project settings
  5. Make any change to the settings such as changing "Should warn about invalid assets"
  6. Start Play in Editor again and note the number of teleporter pads

Expected Behavior:

It should show the same number of teleporter pads as it did the first time

Actual Behavior:

It only shows 2 teleporter pads because it ignores the ones added by game features

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-165544 in the post.

Login to Vote

ComponentUE - Gameplay
Affects Versions5.15.2
Target Fix5.4
Fix Commit28880889
Main Commit28880984
CreatedSep 29, 2022
ResolvedOct 18, 2023
UpdatedNov 4, 2023
View Jira Issue