From licensee:

The function AWorldDataLayers::GetDataLayerInstanceFromAssetName() uses different names in #WITH_EDITOR and without editor builds:

#WITH_EDITOR config calls DataLayerInstance->GetDataLayerFullName(), which in case of a UDataLayerInstanceWithAsset returns UDataLayerInstanceWithAsset::GetPathName()

Without editor performs a lookup through AWorldDataLayers::AssetNameToInstance but this one is initialized with this code, using the full name:

AssetNameToInstance.Add(DataLayerInstanceWithAsset->GetAsset()->GetFullName(), DataLayerInstance);

Steps to Reproduce

See description.
To reproduce, need to call a function in C++.
Did exactly that before/after the fix to confirm that it's fixed.

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Fix Commit32830666
CreatedApr 9, 2024
ResolvedApr 9, 2024
UpdatedApr 9, 2024