UserAssetTags - Tag persistence meeting resistance - after commandlet based UAsset resave.

Hello!

Recently a new module was made available - UserAssetTags.

https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Editor/UserAssetTagsEditor/UserAssetTagsEditor.Build.cs

We have been taking advantage of this to assign tags to assets. I notice that when I resave assets by way of the Resave Commandlet (UResavePackagesCommandlet) - those tags are stripped from the objects from which they were assigned. The module in question (UserAssetTagsEditor) doesn’t appear to load in this case by default ( that is - when running a commandlet ), and in any event it appears to make a number of editor specific ui calls. But it also registers the callbacks to provide these tags.

Looking for guidance.

Thanks,

Doug

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Hello Douglas,

We recently fixed this issue I believe.

  1. https://github.com/EpicGames/UnrealEngine/commit/ef9a7571374651077546f4c90cb9f87a4b8813b8
  2. https://github.com/EpicGames/UnrealEngine/commit/1ee1d5a6b4f265f4757345e264f9d4e06e886370

The second one replaces the first one. Could you try pulling this changes down locally into 5.7 and see if it fixes the issue for you?

Thanks,

Jason

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