- Create a project that is managed by source control (bug was discovered using Perforce as source control)
- Import/add a static mesh, then create a new material and assign it to the Static Mesh
- Push both the assets to your source control
- Move the material to a new folder, accepting the prompt to check out the asset (this should leave a redirector asset in its place)
- Check out the static mesh asset from source control
- Create a c++ function (blueprint callable) matching the below code. Specifically calling AssetTools.FixupReferences() and setting bCheckoutDialogPrompt to FALSE
- Call the function you created from an editor blueprint, passing in the path to the redirector asset for the material
- Expected result: the redirector was full fixed up and subsequently deleted because it’s only reference is already checked out (and therefore modifiable)
Actual Result: the redirector will not be fully fixed up and a warning message will appear saying that the static mesh asset was not checked out due to the static mesh asset not being checked out from source control
(As a follow up, if you do the process again, but set bCheckoutDialogPrompt to TRUE the function will perform as expected and fully fix up the redirector)