Description

In past compatibility detection in FWorldPartitionClassDescRegistry::PrefetchClassDescs, as AssetRegistry.TryGetAssetPackageData returns UE::AssetRegistry::EExists::Unknown in standalone games, so the ClassDescriptor will be disabled.

If all assets have been updated, the following workarounds can be considered

void FWorldPartitionClassDescRegistry::PrefetchClassDescs(const TArray<FTopLevelAssetPath>& InClassPaths)
...
#if 1  //work around - disabling old version check in standalone game			
				if (GEditor != nullptr)	
				{
#endif
				if (AssetRegistry.TryGetAssetPackageData(AssetData.PackageName, PackageData) == UE::AssetRegistry::EExists::Exists)
				{
					for (const UE::AssetRegistry::FPackageCustomVersion& CustomVersion : PackageData.GetCustomVersions())
					{
						if(CustomVersion.Key == FFortniteMainBranchObjectVersion::GUID)
						{
							if (CustomVersion.Version < FFortniteMainBranchObjectVersion::WorldPartitionActorClassDescSerialize)
							{
								bOldAsset = true;
							}
							break;
						}
					}
				}
				else
				{
					bOldAsset = true;
				}
#if 1  //work around			
				}
#endif

Steps to Reproduce
  1. open the repro project ([Link Removed])
  2. start playing PIE
  3. quit PIE
  4. start playing standalone game
  5. quit standalonegame
  6. open the most recent two logs in /saved/logs/worldpartion/streaminggeneration*.log
  7. search TestActor in logs and see SpatiallyLoaded flag

Result:

IsSpatiallyLoaded flag set in actor blueprint is ignored in standalone game

 

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Fixed
Fix Commit33973992
CreatedJul 1, 2024
ResolvedJul 17, 2024
UpdatedJul 24, 2024
View Jira Issue