Marking as a regression as this issue did not occur 4.25.4 I've attached project logs and "unrealpak -list" output from both 4.25.4 and 4.26 to this ticket. ...
Actors with large numbers of components cause long hitches during cooking. Here is a brief profile from Very Sleepy of the process while the editor was cooking: [Image Removed] ...
Enabling the check boxes for Merge GC Clusters and Blueprint Clustering causes packaged Windows projects to crash on startup. The log and dump files regarding this crash have been attached to this t ...
This bug was reported by Nurulize on UDN: UPackage::Save calls FMD5::Update at line 5918 The bug comes from the fact that Writer->TotalSize() is int64 vs the 2nd parameter of FMD5::Update which ...
Anim Notify Blueprints are included in Packaged builds of the editor even if they are not referenced. This does not occur with other Blueprint classes, such as Actor, although it may with some other ...
Using iterative cooking should only cause new or changed content to be cooked but in the Unreal Frontend, content is cooked every time, despite nothing being added or edited. Logs from two subseque ...
Each time after cook the Template_Default.umap or Template_Default_BuiltData.uasset are changed. But if I move Template_Default.umap to the project content folder, they will be the same as the las ...
Since SetActorLabel does not correspond to packages, cook wants errors or warnings. ...
Setting an instance of an asset in a level to "Is Editor Only" will cause the asset to not be present in the level in a packaged game, but the asset is still included in the cooked content for the g ...
Request from Licensee: When launch Launching in the editor, it seems that asset registries of platforms other than those specified in Launch are also generated. LogAssetRegistryGenerator: Startin ...