IAssetRegistry::GetChecked().ScanPathsSynchronous() now eventually calls FPathExistence::LoadExistenceData
and logs the error
FPathExistence failed to gather correct capitalization from disk for <path>, because GetFilenameOnDisk returned a non-matching filename.
This doesn't handle junctions; in one project audio & localization data is not stored in perforce, it's downloaded and mounted as a UGS post sync step:
LocalAbsPath = <root>/<project>/Content/Sound CorrectedCapitalization = <root>/<project>/LocAudioDepot/Sound
Mount a subdirectory in the content directory of a content used by the game as a junction on disk.
mklink /J <ProjectRoot>/Content/LocAudioDepot d:\scratch\DownloadedAudioContent
Error will be given in editor and cookcommandlet startup when data from /Game/LocAudioDepot is scanned.
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
What method is used to fill polygonal regions when drawing spline mesh at run time?
How can i modify the param name in EQS node
How does TextureRenderTarget2D get TArray<uint8> type data?
Teleporter in the Creative Hub is Locked and cannot be accessed
How to achieve HLSL Multiple Render Target in Material blueprints?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-215641 in the post.
2 |
Component | UE - Foundation - Core - Cooker |
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Affects Versions | 5.4, 5.5 |
Target Fix | 5.6 |
Created | May 23, 2024 |
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Updated | Oct 18, 2024 |