Description

The HLOD content hash used to detect changes and trigger rebuilds effectively
ignores everything hashed before the source-component loop — including the
result of UHLODBuilderSettings::ComputeHLODHash. The final hash is a function
of the source components only.

Root cause: UHLODBuilder::ComputeHLODHash opens a FHLODHashScope with
EFlags::ResetHash, which calls FArchiveCrc32::Reset() (zeroing the running
CRC) but never restores the previous CRC. Everything accumulated before the
loop is thrown away.

Steps to Reproduce
  • Create a WorldPartition level
  • Add an HLOD layer using UHLODBuilderInstancing
  • Build it
  • Modify a setting on UHLODBuilderInstancingSettings which changes the result of ComputeHLODHash.
  • Build the HLODs
  • Observe that the actors do not detect they need to rebuild.

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Fixed
ComponentUE - Engine Scaling - Streaming
Affects Versions5.75.85.8.1
Target Fix5.8.2
Fix Commit56346399
CreatedJul 23, 2026
ResolvedJul 30, 2026
UpdatedAug 4, 2026
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