There is a risk of actor components registering with the wrong world when reconstructed from UWorldPartition::ApplyRuntimeCellsTransformerStack. The repro case is arguably a bad usage, but it was the easiest way I found to showcase the issue.
Components registered during the construction phase can have the temporal world assigned and cached. I believe this is not an issue in most cases, but I think it is something worth flagging as it might be the only (and a new case) where the actors are constructed with a temporal world, and it could cause hard to find issues.
Steps to Reproduce
AMyActor::AMyActor()
{
RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("Root"));
}
// Called when the game starts or when spawned
void AMyActor::BeginPlay()
{
Super::BeginPlay();
ensureAlways(IsValid(RootComponent->GetWorld()->GetGameInstance()));
}
void AMyActor::OnConstruction(const FTransform& Transform)
{
Super::OnConstruction(Transform);
MySceneComponent = NewObject<USceneComponent>(this);
AddInstanceComponent(MySceneComponent);
RegisterAllComponents();
}
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-358403 in the post.
| 0 |
| Component | UE - World Creation - Worldbuilding Tools - World Partition |
|---|---|
| Affects Versions | 5.6 |
| Created | Dec 17, 2025 |
|---|---|
| Updated | Dec 17, 2025 |