Renaming doesn't delete previous uasset

I’ve noticed that builds of mine fail because when I rename a widget blueprint, he will leave a uasset with the previous name.

Steps to reproduce:

  1. Create a widget blueprint
  2. Create another widget blueprint and reference it in the first one (crucial for the cooking error)
  3. Launch project (I always launched to a mobile device, not sure if this matters)
  4. Rename included widget (from step 3)
  5. Item will be correctly renamed but the previous file will still exist

When launching your projects and debugging everything will work fine but when you package your project it will start throwing errors because he tries to cook the file that isn’t up to date or doesn’t exist.

This will generate error
Ensure condition failed: ShouldSerializeWidgetTree(TargetPlatform) == false

like in topics

Here are some pictures showing the main lines of the problem

229054-setup01.png

229055-setup02.png

229056-setup03.png

229057-setup04.png

Hello,

We’ve recently made a switch to a new bug reporting method using a more structured form. Please visit the link below for more details and report the issue using the new Bug Submission Form. Feel free to continue to use this thread for community discussion around the issue.

https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1410408-unreal-engine-bug-submission-form

Thanks

Thanks, I’ve send in a bug report