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+1 vote
Hello!

Every time I make some tweaks in just a couple of events (or even just one) and generate soundbanks I see all the events in Unreal as modified. There seems to be someting with an internal ID they have but, still, the actual event/sound wasn't changed at all. Is there any way to avoid that and only modifying the one/s that actually changed? Working in a +500 events project, connected to source control, makes it really slow.

I'm using the new Event Based Packaging system.

Thanks!

Guido
closed with the note: Solved! I had old soundbank assets that seemed to be creating conflicts
in General Discussion by Guido M. (200 points)
closed by Guido M.
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