A recent change to ULevelStreaming::ServerUpdateLevelVisibility ensures that this only calls APlayerController::ServerUpdateLevelVisibility once for any non-child connections (
[Link Removed]
Closed
).
However, UWorld::AddToWorld/RemoveFromWorld still iterates through all local player controllers, calling ServerUpdateLevelVisibility for each one. However, ServerUpdateLevelVisibility only needs to be called once for a client connection.
On a client with a splitscreen player, move a player around to load in more world partition cells.
Observe ServerUpdateLevelVisibility gets called multiple times on the server, once for each player on the client.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-374485 in the post.
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| Component | UE - World Creation - Worldbuilding Tools - World Partition |
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| Affects Versions | 5.8 |
| Created | Apr 16, 2026 |
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| Updated | Apr 22, 2026 |