Hello there,
Based on the description of the issue, I’m going to assume that the error is showing up on the Epic Games Launcher (EGL) binary builds. The reason is that there is a check in LinkerLoad.cpp when loading files that have no changelist on an engine that has a changelist. GitHub builds do not have a changelist, but EGL builds do, so even with compatible builds, this warning is likely to show up any time a file saved on your source build is opened by the EGL builds.
If these are both off of the same changelist, you could set the changelist in Build.version on the source build.
To answer the questions individually in the order they were asked:
- The metadata isn’t omitted. The changelist on GitHub builds is simply set to 0, and that’s what is being checked at that point by the loader.
- No, there shouldn’t be if both engines are build off of the same changelist.
- In general, unifying the team onto a single build would be preferable. There a few reasons that adopting source builds can be beneficial, and Unreal Game Sync (Setting up an Unreal Engine Studio the Epic Way | Tutorial) can help manage the workflow for designers and artists using source builds.
The ResavePackages commandlet -- or its WorldPartition sibling -- are the recommended way to handle rolling forward uasset versions. This shouldn’t be required for every update to the engine, especially if you are actively modifying the engine, but if you were to change engine versions, it can be prudent to resave.
I hope that helps.
Best regards,
Chris