Something is broken in saving assets [REGRESSION]

I have not read through the posts but I encountered the issue on my end and managed to solve it.

  1. The issue happens if you do something with type names, editables names or their types or generally with editable fields.
  2. If you rename or delete some, while some prefabs had a default value cached, the prefab will still cache it!!!
  3. You have to find the prefab where that change was made, delete the component, re-add a new one of the same type and save.
  4. This will resolve the issue and the editor will no longer dirty the affected entity tree on each verse build.

In step 3 I said to explicitly delete and re-add, this is because of another SG bug (not reported yet) where clicking on the yellow sign icon does not present the fixup option in the drop down menu. Therefore the only resolution is to delete and re-add in order to get rid of invalid cached data.

Yes, that’s my solution to, but the problem happen on no SG project to

Is there a temp work around? I have tried many things but I haven’t found one. if someone finds one. it would be awesome if they could share it. My project is not Scene Graph and I’m getting like over 200+ unsaved assets everytime I even compile verse code.

1 Like

FORT-954751 has been ā€˜Closed’ as a duplicate of an existing known issue. Origin Issue: FORT-938145

FORT-938145 has been added to our ā€˜To Do’ list. Someone’s been assigned this task.

1 Like