When a world partition level (but streaming disabled) is placed as a LevelInstance in another world partition level, actors in the inner level are cooked with an outdated component hierarchy until the inner level is resaved.
Consider a Persistent World-Partition Level containing an Instanced World-Partition Level. Both have "streaming" disabled in the world settings, and both contain an instance of a simple BP Actor containing a Cube. Now, while the Persistent Level is open, if we add another mesh to the BP actor class (for example a Cone over the Cube), that change is correctly visualized in the Level Editor on both instances of the actor.
However, if we package the project at that point, the resulting executable will not show the added Cone on the actor belonging to the Instanced Level. But the bug can be reproduced directly in the attached repro project provided by a UDN user, or by following the steps below.
Blank Project Repro
At this point, MAP_OuterLevel should contain two instances of BP_MyActor. One directly and one via the level instance. It should appear as two cubes.
--> The actor on the persistent level will show both meshes (cube and sphere). The one on the instanced level will not show the last added component (no sphere).
Repro Project
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-213566 in the post.
7 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 5.3.2 |
Target Fix | 5.5 |
Created | Apr 29, 2024 |
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Resolved | Aug 22, 2024 |
Updated | Aug 23, 2024 |