On the latest FlutterFlow version, enabling "Download Unused Project Assets" in the project settings does not actually download assets that are marked as unused.
Context: I have several images/audio referenced only from custom code (e.g. a custom widget that builds the asset path dynamically from a name, like assets/images/yawn.png). Because these assets aren't placed on any canvas widget, FlutterFlow flags them as "This asset is not directly used in the project."
I turned ON "Download Unused Project Assets" specifically to force these to be included, but they are still not packaged into the local build. At runtime the app throws Unable to load asset: "assets/images/yawn.png" โ Asset not found.
Reproducible test: assets that ARE referenced in the UI download fine. For example wind.wav and wind.png are present in assets/images/ after a build. But yawn.png, which exists in my Asset Manager and is only used in custom code, never appears locally โ even with the toggle enabled. Confirmed via terminal: ls assets/images/ | grep yawn returns nothing, and the asset is not declared/present in the generated project, despite the toggle being ON.
So the toggle appears to be ignored for assets that FlutterFlow considers "unused." This is a real blocker because I have a large number of custom-code assets and can't manually reference every one on a canvas to force inclusion.