[4.6.1] Importing a .t3d file saves the level file to a different existing level name

I’ve had this bug happen quite a few times, thought I might have made a mistake on my own, but then I caught it red-handed.

Reproduce:

Simply work on multiple level files over a period of time, and then import some .t3d files during a work session. If the level has already saved directly after importing a t3d file, then you can look at the top-left and the level name itself might have changed (it overwrites other map files in the folder, I think.)

Other than with importing .t3d files, I don’t remember the level name itself changing.
As a sanity check, I personally would go in the editor code and add a save lock/forced crash for a time after importing files, and then see what happens over time. But I didn’t get round to looking at the codebase with other things to do.

I have just avoided using multiple levels at all since this, so I thought I would report it.

Hi xXxFishAndChipsxXx,

I am a little confused here. Do you have multiple copies of the editor open at the same time working on the same project with different levels? Are you using level streaming for this? If you could, please list the specific steps you are taking so I can try to follow along and reproduce this on my end. Additionally is this 4.6.0 or 4.6.1?

Hi ,

I nearly always have one editor instance open (4.6.1). My steps were:

  1. Open the Content Examples project
  2. Open the Animation level
  3. Move some Actors around in the scene, edit and recompile some animation BPs, create a BP with an IK enabled actor, export that as .t3d, save the level (Ctrl+S)
  4. Close the project/editor and reopen
  5. Open the Animation level
  6. Do some more editing, recompiling, saving the level (Ctrl+S)
  7. Open the ExampleProjectWelcome level
  8. Import the .t3d

I think those steps should produce the bug eventually (not sure of the editing steps required) - I am 100% certain that I have only been saving the level when I am finished with setting up a BP or actor (unless auto save is triggering some automatic level save function, but I always click cancel on this).

Over 3 different projects this has happened, and I distinctly remember that each time I did import a .t3d file just before. I’m sure I would have noticed if I wanted to overwrite a different level files - something I never want to do (I actually prefer to only make backups of old level files, making these two actions mutually exclusive).

I save/load the .t3d file using the \Content\ directory.

Also, I don’t know how to use level streaming and I didn’t change any project settings, this is from an unmodified ContentExamples project that I used.

Does this occur with any .t3d you import or is it limited to a single file?

It’s any file as far as I’m aware, but I have not successfully reproduced the bug with a particular set of steps.

Hi xXxFishAndChipsxXx,

I tried this on my end but was unable to reproduce what you are seeing. Every time I import the animation.t3d file it remains named “animation” and the exampleprojectswelcome remains the same as well. Do you have any other steps that you can think of that might reproduce this on my end?

I am getting “level” and “map” mixed up there. ExampleProjectWelcome.umap was overwritten.

I don’t remember much of it, one thing I did that particular time was exporting a .t3d of the BP already in the Animation map, and then importing it having loaded the ExampleProjectWelcome map. I notice that .t3d files have the map name in them.

I do a lot of work over several hours at a time so I’m sure there’s something in there. The thing is, I would have remembered if I’d saved over the old level files!

The only possible explanation is autosave, which doesn’t save the level file until I hit Ctrl-S if I’m not mistaken. But I don’t mind if you close this question.

I will close the question for tracking purposes for now, however if you do find some steps that end up reproducing this error please post them here and I will be more than happy to take another look.