From licensee:
The function AWorldDataLayers::GetDataLayerInstanceFromAssetName() uses different names in #WITH_EDITOR and without editor builds:
#WITH_EDITOR config calls DataLayerInstance->GetDataLayerFullName(), which in case of a UDataLayerInstanceWithAsset returns UDataLayerInstanceWithAsset::GetPathName()
Without editor performs a lookup through AWorldDataLayers::AssetNameToInstance but this one is initialized with this code, using the full name:
AssetNameToInstance.Add(DataLayerInstanceWithAsset->GetAsset()->GetFullName(), DataLayerInstance);
See description.
To reproduce, need to call a function in C++.
Did exactly that before/after the fix to confirm that it's fixed.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-211879 in the post.
0 |
Component | UE - World Creation - Worldbuilding Tools - Data Layers |
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Target Fix | 5.5 |
Fix Commit | 32830666 |
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Created | Apr 9, 2024 |
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Resolved | Apr 9, 2024 |
Updated | Nov 1, 2024 |