UE5 Crash on building streaming texture

I had the same issue. It seems the issue is with some project textures sharing the same guid. I have no idea how Unreal expects users to track down the problematic textures, but I found a way to fix it via running a bit of code.

Simply run this code somewhere in the editor:

TMap<FGuid, UTexture*> guids;

for (TObjectIterator<UTexture> it; it; ++it)
{
	if (!it->GetLightingGuid().IsValid())
	{
		continue;
	}
	
	UTexture** result = guids.Find(it->GetLightingGuid());
	if (result == nullptr)
	{
		guids.Add(it->GetLightingGuid(), *it);
	}
	else
	{
		UE_LOG(LogTemp, Warning, TEXT("%s: Texture has had its Guid updated."), *it->GetName());
		it->SetLightingGuid();
		it->Modify();
	}
}

FText DialogText = FText::FromString("Done, save all to save all");
FMessageDialog::Open(EAppMsgType::Ok, DialogText);

It’s a modified bit of code from a plugin that does something similar for Materials.

I’ll have a plugin up in a few hours that uses this code to fix the issue.

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