Description

After calling Unload( ) on FStreamableManager, asset hard references are still valid and usable.

Steps to Reproduce
  1. Download attached project and extract
  2. Right click on .uproject and generate visual studio
  3. Open .sln and run as Development Editor
  4. Open "default" map if not already
  5. PIE
  6. Press F, which will load async files and create StaticMeshActors with them
  7. Press J to call Unload on FStreamManager and look at Output Log. Also notice new StaticMeshActors being created with should of been unloaded.

RESULT:

After calling Unload, asset hard references are still valid.

EXPECTED:

Unload removes hard references.

Have Comments or More Details?

Head over to the existing Questions & Answers thread and let us know what's up.

2
Login to Vote

Won't Fix
ComponentUE - Gameplay
Affects Versions4.13.1
Target Fix4.16
CreatedOct 17, 2016
ResolvedFeb 8, 2017
UpdatedApr 27, 2018