This will need more investigation, but at least in PIE (to check if we can do the same in editor), when a level is streamed-in, we should only add the new missing folders for this level and when streaming out, we should remove those folders, no need to do a full rebuild.
Note : I remember something particular in this code about empty folders not being cleaned-up intentionally.
Streaming-in/out can cause hitches, see licensee description:
"We were seeing hitches inside FActorFolders::OnLevelActorListChanged, we integrated CL 25130527 Optimization to speed up rebuilding level actor list in editor, which removes the multiple occurrences during one frame, but we still get this 20ms hitch in PIE when adding or removing a level, is this needed for PIE? Wondering if this is something the editor needs, but it is not really needed while doing PIE.
I know for some other stuff events you added a if (!InWorld.IsGameWorld()), on the same file. Wondering if this would make sense too or if there is any other thing we could do to avoid hitching 20ms while on PIE."
I am not able to find world outliner how to enable it?
How can i modify the param name in EQS node
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Uploading a Model from Rhino to UE5 - Grey interface - why?
I can't open my map from the editor.
FBXモデルをインポートした際透けた状態でインポートされてしまいます。
Delay nodes occasionally don't fire the "Completed" output in a nativized build
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-193420 in the post.
0 |
Component | UE - World Creation - Worldbuilding Tools |
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Affects Versions | 5.4 |
Target Fix | 5.4 |
Created | Aug 18, 2023 |
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Resolved | Sep 19, 2023 |
Updated | Oct 20, 2023 |