Test Assets:T_Body_BC.uasset
Put it under your Content, right-click in UE, and you can reproduce it. This will make importing resources very troublesome. You need to open the resource first and click the reimport button
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Test Assets:T_Body_BC.uasset
Put it under your Content, right-click in UE, and you can reproduce it. This will make importing resources very troublesome. You need to open the resource first and click the reimport button
[Image Removed]
Hello,
This is due to the Texture asset not having a Source path; that option in the menu is only available if a source path is detected.
This is because FAssetFileContextMenu::CanExecuteReimportAssetActions returns false because there are no source paths. (AssetFileContextMenu.cpp line 1237)
To confirm the ask, even if there is no source file associated with the asset, you would still be able to still use that menu item. If that’s the case I’ll bring up this feedback to the editor UX team.
I would suggest making an Asset utility in the meantime, to save a click here if you need to do it often. You could have it set the reimport path and then perform a reimport.
Even if the asset has no associated source file, I still want to use this menu item. I confirm this requirement.
Because “Reimport With New File” is fundamentally unrelated to the original resource since it imports a new texture, and therefore should not be interdependent.
Moreover, when resources are migrated to other users or computers, or when created by certain plugins like this texture generated by MetaHuman, it also causes the button to be grayed out.
Please submit this feedback. Thank you very much.
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I have posted this internally for the Dev team to look at.
In the meantime, i suggest that you can either modify the function i provided or if you want to avoid an engine change, look into an asset action to save yourself from opening up an extra editor window.