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Hey Guys

I have a locked Digital asset which has a shader(digital asset) inside as an editable node. I deleted some parameters in the shader and updated it. But When I open my locked digital asset which has this shader and make some changes to this asset and save operator type and match current definition. It throws this error

Problems while synchronizing child node

skipping unrecognized parameter "useBlah"

This is the parameter which I deleted in the shader. I'm not sure what's causing this? What am I doing wrong ?

Any help much appreciated.

Cheers

-J

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Thanks Edward. But I don't understand why it happens ? Does the digital asset stores even the parametric information of other digital assets which are present inside even though they are not embedded in this otl ? Does it happen if we use versioning for digital assets ? It happens only if I match current definition on the top level asset ? It's really annoying if I have nested digital assets using this shader. I have to open and save all the nested assets which uses this shader to lock the top level asset. Is there a better way to handle this ?

Cheers

-J

Edited by jagadeesh
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So did it fix it? When you have anything that uses a particular node (HDA or otherwise), the parameter value used for that node is stored. So when you delete the parameter on it, anything that used it will suddenly find that missing parameter and so it triggers a warning that information was lost. If you do *not* want this to happen, then you shouldn't remove the parameter, but just hide and stop using it.

PS. I check forums very infrequently these days.

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I gotcha. Yes it did fix. I have to unlock the asset and save it and lock it back. But if this shader is being used in a number of assets, then I have to do this for all the assets. Is there by any other means I can ignore this warning ?

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