Consider a C++ struct containing an FText. Now consider a used-defined BP structure containing that C++ struct. When cooking an asset that references such a user-defined BP structure, the following warning occurs:
Saving FText "" which has been initialized from FString at cook time resave of source package /Game/MyUserStruct may fix issue.
This behavior is due to the way user-defined-structures initialize default values from a text representation. The parsed quoted string is used to initialize the FText using "FText::FromString()", resulting in the cook warning later on.
For the common case of default initialization, one possible simple fix is to change "FTextStringHelper::ReadFromBuffer()" so that the text is constructed with "FText::GetEmpty()" when the input string is empty, rather than "FText::FromString()".
Note: This warning repros from at least UE 5.4, but probably earlier (and up to mainline latest). Does not seem to be a regression.
=== BLANK PROJECT ===
1. Create a native C++ struct containing an editable FText property
2. Create a user-defined-structure asset containing a property of the native struct
3. Reference the user-defined-structure from somewhere in the project (e.g. as a Game Mode variable)
4. Cook content for Windows or any platform
=== REPRO PROJECT ===
1. Open the repro project
2. Cook content for Windows or any platform
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-331630 in the post.