When loading thumbnails in FLinkerLoad::SerializeThumbnails, the level asset has two thumbnails. The first one has a size of 0, which causes the loading process to abort early. Since the actual thumbnail is stored in the second entry, the issue can be avoided by continuing the loop instead of breaking out of it.
FLinkerLoad::ELinkerStatus FLinkerLoad::SerializeThumbnails( bool bForceEnableInGame/*=false*/ ) { ... // Load the image data FObjectThumbnail LoadedThumbnail; LoadedThumbnail.Serialize(DataStream.EnterElement()); if (!LoadedThumbnail.HasValidImageData()) { #if 1 // work around if (IsTextFormat()) { // If we failed to load the thumbnail, stop loading as it might be unsafe // to continue reading the stream. break; } else { // We can continue the loop as it seeks to a safe position each time. continue; } #endif // end work around } // Store the data! ThumbnailMap.Add(CurThumbnailInfo.ObjectFullName, LoadedThumbnail);
{ProjectPath}
-run=resavepackages -Package=/Game/ThirdPerson/Lvl_ThirdPerson}}
The thumbnail is stripped
Expected Result:
The thumbnail is still displayed
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-379269 in the post.
| 0 |
| Component | UE - Editor - Developer Usability |
|---|---|
| Affects Versions | 5.7 |
| Created | May 12, 2026 |
|---|---|
| Updated | May 13, 2026 |