Investigate Streaming getting disabled on a World Partition map as a side-effect of loading the map as a regular asset

UE - Engine Scaling - Streaming - World Partition - Apr 1, 2025

We recently encountered an odd issue where loading into our main world partitioned map would result in a crash caused by all streaming cells getting loaded at the same time. Turns out this was cause ...

Wolrd Partition Foliage Builder - Fails to build with multiple external actor folders.

UE - Engine Scaling - Streaming - World Partition - Apr 1, 2025

Hello, We are building a world with world partition & a lot of nanite foliage. We want to modify out Foliage Instance grid size via the commandlet. [Link Removed] Even in a new empty level the c ...

Iris - replication errors for actors in runtime data layer when reconnecting

UE - Engine Scaling - Streaming - Data Layers - Mar 28, 2025

It seems like upon reconnecting to the server, the client receives a bunch containing the actor before it has loaded the data layer. See attached log snippet for errors. ...

UDataLayerManager::Initialize perf issue in Editor build

UE - Engine Scaling - Streaming - Data Layers - Mar 24, 2025

In editor, WorldDataLayers acceleration table used to map DL Names to DL instances is not created. The main reason was to avoid to handle all the case where it would need to be updated. When UDataL ...

World Partition IsStreamingCompleted returns true while standalone level instances are still fully loading

UE - Engine Scaling - Streaming - World Partition - Mar 21, 2025

IsStreamingCompleted returns true while standalone level instances are still fully loading. ...

Scenecapturecomponent not including Niagara effect if custom renderpass is used

UE - Rendering - Features - Mar 20, 2025

When using an "FSceneRenderer::CustomRenderPasses", the View never has Distance Field textures assigned. Can it instead reuse the Distance Field clipmap from the main view? ...

Moving a saved duplicate of an OpenWorld level crashes the Editor

UE - Engine Scaling - Streaming - Mar 19, 2025

Moving a saved duplicate of an OpenWorld level crashes the Editor. The act of moving the duplicated OpenWorld level crashes the Editor the moment the engine tries to delete the original level, so it ...

Legacy HLOD Nanite Meshes Always Rendering in 5.5

UE - Engine Scaling - Streaming - HLOD - Mar 17, 2025

From licensee: We are using the legacy HLOD system in our game. With 5.5 there was a change to FSceneProxyBase::DrawStaticElementsInternal() where the implementation was removed (https://github.com ...

Plugin template WP map missing actors

UE - Engine Scaling - Streaming - World Partition - Mar 17, 2025

Packed level actors and Level instances are sometimes not included in HLOD build on a World Partition Level

UE - Engine Scaling - Streaming - HLOD - Mar 14, 2025

Context World Partition - Hierarchical Level of Detail (HLOD) system uses custom HLOD Layers to organize large amounts of Static Mesh Actors and generate a single proxy mesh and Material. Problem T ...