Worth noting that if you open the blueprint and click the Browse button to highlight it in the content browser, it will highlight both instances of the new asset. To remove the “duplicated” asset, we have to restart the editor. This isn’t a major problem but it is frustrating and concerns us about potentially corrupting the blueprint if someone accidentally commits the asset after logging in.
Steps to Reproduce
- While logged into your perforce server, create a new blueprint, but don’t commit it. Ensure it is marked for add.
- Log out of perforce (I had forgotten to log in when starting work in the morning).
- Ctrl-D to duplicate the blueprint you previously created, and try to give it a unique name.
- After hitting enter to commit the new name, UE will show an error box saying you’re not logged into version control.
- Notice that there are now two copies of the new blueprint, both marked for add and both with the same name.
Hi there,
I have tested in 5.6, which moves the file to an uncontrolled changelist, but creates the file as requested. I’m testing with a simple actor blueprint. It could also have been fixed in newer versions of Unreal.
I then went to test in 5.4 to confirm the bug, and I was unable to reproduce the same error. However, I did see in p4v a redirector left behind (5.6 automatically attempts redirector cleanup); it could be that what you are seeing is a redirector being left behind, but still showing in the content browser for some reason.
Is there anything missing from your repro steps that I am missing? I tried logging out of Perforce with Unreal open and closed before attempting duplication.
Could you try the repo steps on a Blueprint of a simple Actor, with no external references or dependencies?
Kind Regards
Keegan Gibson