We've noticed an issue since 4.26 and noticed a change you made to get around it:
In 4.26, saving the temporary cooked meshes in the level package is no longer possible.
The plugin now saves temporary (cooked) meshes in the temp directory, like generated Materials, and Textures.
Like in v2, these temporary meshes need to be saved/source controlled.
This fixes issues with Baking, and errors when saving the level in the 4.26 plugin.
("Graph is linked to private object(s) in an external package.")
Our workflow for using HDAs in Unreal is to place them in a level that doesn't make it into a packaged build and use "Bake To Actors" to bake the result and move that result into our production levels.
This change in behavior significantly impacts this workflow because we don't want to store the intermediate "Cooked" output from the HDAs into VCS because they're not meant for production.
Before, these cooked meshes were stored in the level package which we could conveniently exclude from our cooks as mentioned. But now that that's no longer possible, we'd have to save all these intermediate static meshes for no reason.
Curiously, all our already existing HDAs in the levels still have their cooked static meshes inside the level package however new Actor instances do not.
Is there any way to achieve the same behavior from before 4.26?
Hi,
We've noticed an issue since 4.26 and noticed a change you made to get around it:
Our workflow for using HDAs in Unreal is to place them in a level that doesn't make it into a packaged build and use "Bake To Actors" to bake the result and move that result into our production levels. This change in behavior significantly impacts this workflow because we don't want to store the intermediate "Cooked" output from the HDAs into VCS because they're not meant for production. Before, these cooked meshes were stored in the level package which we could conveniently exclude from our cooks as mentioned. But now that that's no longer possible, we'd have to save all these intermediate static meshes for no reason. Curiously, all our already existing HDAs in the levels still have their cooked static meshes inside the level package however new Actor instances do not.
Is there any way to achieve the same behavior from before 4.26?
Thanks