When working in a World Partition level using OFPA, trying to use the "Make writable" option instead of checking the asset out will result with the actor coming back to the map after restarting the ...
This report is from an EPS case: We hit a regression upgrading our project from 5.7 to 5.8. Map Check (and any other path that ends up calling UWorldPartition::CheckForErrors) assert inside FWorld ...
A recent change to ULevelStreaming::ServerUpdateLevelVisibility ensures that this only calls APlayerController::ServerUpdateLevelVisibility once for any non-child connections ( ...
When validating a change list that contains an actor that references the level script in the world (e.g. it has an event bound on the level script graph) it will fail changelist validation 100% of t ...
When connecting to the server, if the client activates some local cells while the connection is still pending, ULevelStreaming::IsConcernedByNetVisibilityTransactionAck will return false. In this ca ...
Changing bIsSpatiallyLoaded can cause an Actor to be duplicated during Play-In-Editor. As described in the steps to reproduce, if we keep swapping bIsSpatiallyLoaded state and save a Streaming Level ...
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 th ...
This case is related to [Link Removed] Closed but is not a duplicate. Please make sure to download the attached project a ...
From an EPS case: --------------------------------- We're seeing a recurring issue where child BP actors are becoming orphaned during any processing that uses UWorldPartitionBuilder. It affects ...
The process will assert in UWorldPartition::Initialize on check(!OuterWorld->PersistentLevel->bAlreadyMovedActors); The log from a debugging session (see attached image) that a LevelInstance ge ...