For the interchange bug, it’s the same as the other bug. You import a texture and you need to use said texture indirectly as a CLASS reference in either the Top Down character or a Widget.
So Texture → Material → Mesh Component → Actor → Class reference in Top Down Character
Or
Texture → Material → Image Widget → Class Reference to widget in a BP… say Create Widget node again in a Top Down character or in the graph of another widget that is in use.
The Texture needs to be in use in the level somehow.
It will work fine when setting up the first time. You need to save, close the editor and relaunch the editor. Then the texture will lose the pipeline properties.
I don’t think you need to change the texture. Mine were 4000x4000. I turned off sRGB and set it to generate mips. I doubt any of that affects anything. I think it will trigger the bug just by importing it and using a CLASS reference of an actor or widget that somewhere down the chain uses that texture.
Both these issues happen in the exact same way, so I suspect it’s just a side effect the same bug.
The worst part is I got this to happen with the downloadable binaries for 5.2, not just the source builds. It happens in 5.1 as well, but not in UE4.
edit: I now can’t use CLASS references in ANY widget. All widgets that have class reference to other widgets will have all those materials break if they use “Length” or “Append3” nodes (and any textures used will have their pipeline properties set to none.
Out of curiosity, am I supposed to be able to pick a pipeline? Even when things are working, there’s a name in the pipeline, but it’s not in the dropdown. No pipeline is ever in the dropdown. I can’t manually set that value ever, even in the binary download of 5.2.