Description

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.

Steps to Reproduce

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.

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Unresolved
CreatedApr 16, 2026
UpdatedApr 22, 2026
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