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