In past compatibility detection in FWorldPartitionClassDescRegistry::PrefetchClassDescs, as AssetRegistry.TryGetAssetPackageData returns UE::AssetRegistry::EExists::Unknown in standalone games, so the ClassDescriptor will be disabled.
If all assets have been updated, the following workarounds can be considered
void FWorldPartitionClassDescRegistry::PrefetchClassDescs(const TArray<FTopLevelAssetPath>& InClassPaths) ... #if 1 //work around - disabling old version check in standalone game if (GEditor != nullptr) { #endif if (AssetRegistry.TryGetAssetPackageData(AssetData.PackageName, PackageData) == UE::AssetRegistry::EExists::Exists) { for (const UE::AssetRegistry::FPackageCustomVersion& CustomVersion : PackageData.GetCustomVersions()) { if(CustomVersion.Key == FFortniteMainBranchObjectVersion::GUID) { if (CustomVersion.Version < FFortniteMainBranchObjectVersion::WorldPartitionActorClassDescSerialize) { bOldAsset = true; } break; } } } else { bOldAsset = true; } #if 1 //work around } #endif
Result:
IsSpatiallyLoaded flag set in actor blueprint is ignored in standalone game
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-219132 in the post.
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Component | UE - World Creation - Worldbuilding Tools - World Partition |
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Affects Versions | 5.4, 5.3 |
Target Fix | 5.5 |
Fix Commit | 33973992 |
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Created | Jul 1, 2024 |
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Resolved | Jul 17, 2024 |
Updated | Jul 24, 2024 |