Crash when cross referencing two textures as composite texture

Hi! While trying to extend the texture composition algorithm we discovered that when two textures reference each other as composite texture the engine goes on an infinite recursion loop. On UTexture::PostEditChangeProperty texture A calls

`// any texture that is referencing this texture as CompositeTexture needs to be informed
{
TRACE_CPUPROFILER_EVENT_SCOPE(UpdateDependentTextures);

FObjectCacheContextScope ObjectCache;
for (UTexture* Texture : ObjectCache.GetContext().GetTexturesAffectedByTexture(this))
{
Texture->PostEditChange();
}
}`On all textures that references texture A. In our case will be texture B. Then B will run the same code and call PostEditChange on texture A creating an infinite loop

Steps to Reproduce
Steps to reproduce: create 2 textures in the editor, A and B. Set texture B as the composite texture of texture A, set one of the composition modes that is not disabled. Do the same for texture B setting texture A as composite texture. It should crash and the call stack is a long list of calls to PostEditChange and friends.

Hi,

thanks for reporting this issue and for providing clear repro steps. I reproduced the crash on my end and filed a bug report with Epic.

I will post a link to the issue, once it becomes available on the public issue tracker, so you can track its progress.

Best,

Sam

Hi,

the link to the public issue is here.

Please let me know if you have further questions.

Thanks,

Sam