Oh that might be from Engine stuff getting 0 shoved onto the list implicitly.
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Oh that might be from Engine stuff getting 0 shoved onto the list implicitly.
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I considered that at one point too, but as far as our configuration is concerned, all entries in Primary Asset Types to Scan show a priority of -1, and the directory based labels are showing 0.
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Most spaces I’ve seen so far have been /Engine/ files that have show total list size of 1 actually.
Never any list size of 2+…
I see some notes in my old builds of /InterchangeAsset/ and /AudioWidget/ leading to 1’s as well, but I’ve yet to hit that in my current run.
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And those are actually under engine plugin folders sooooo. Yeah no hits.
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I could see that only two primary asset labels were getting called out at all in our code, and those were each in plugin folders.
I was pretty sure it was the (b) scenario - “not setting itself as a Manage referencer of the packages in its directory.”
So… I adjusted the root path to using /Game and the explicit 4 other plugin folders where we have asset labels, and now I’m starting to see some non-zero chunk ids in here!
That might have been it.
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We’ve got chunks!
Don’t use root!
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(I guess it was an undefined behavior scenario that became worse ~5.5)
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Alright, great, thanks for all your support!
I’ll switch to explicit directories in the meantime; easy enough way to handle it.
I should note that the reason we pushed the root path to the end of the config list could be related, could be separate… Even in 5.3, having it in the middle list seemed to somehow disrupt the asset search and made it so anything lower in the list wouldn’t perform a full scan for primary assets and therefore anything lower with AlwaysCook would be missed ONLY when running the editor as client or server via some scripts we had to simulate that.
So just a call out to look out for other weird corner cases.
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Awesome, thank you very much.
I’m comfortable with attributing that particular misbehavior to a chaotic consequence.
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