Hello,
not sure about this problem, but recently and we are almost sure it started with 4.11, UE developed a habit to reimport some assets even though the source data hasn’t changed.
On one computer someone commits new data to svn (both source and uassets), someone else checks out those new files, opens the project in UE and UE reimports some of the data as if the source files changed. So far we noticed this to happen with textures (png as source), animations (fbx source) and meshes (fbx source).
Svn doesn’t show any changes on the source data, yet UE reimports them.
Now if that other person commits now changed/reimported data, again on the other computer UE may or sometimes may not detect changes and reimport again. Sometimes we do this a few times and then suddenly all is ok. So far we haven’t been able to figure out what triggers and what stops this behaviour.
Have you ever seen something like this? Any idea what could be the problem?
Thanks
Hey ,
Can you give me a breakdown of your svn folder structure? I’ve got an email out to one of our engineers to see if any Auto-Reimport changes could cause this.
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I talked to our engineer and he said there is a known issue in 4.11 where it erroneously thinks that source assets had changed. It is fixed for 4.12, but for the time being he suggests turning off Auto Reimport for the time being and doing manual imports/reimports. You can find it under Editor Preferences>Loading & Saving>Auto Reimport>Monitor Content Directories.
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Hi and thanks for the information. Good to know we are not doing something wrong.
We are using 4.15.1 and we are experiencing this exact behavior.
- fbx/uasset submitted at the same time
- everyone else is prompted to reimport
Hi SteveMcCrea,
Can you post a new thread breaking down your exact use case? Generally regressions are pretty rare, so even if it’s the exact same use case, it’ll be a different cause. We also prefer new threads over re-opening issues this old.
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Hi , unfortunately this never seemed to be fixed. We are constantly fighting this issue and is complicating our everyday use of UE quite a bit.