I believe this issue stems from the ContentBundleContainer not populating the StreamingObjects of the UContentBundleDuplicateForPIEHelper. PIE in the same level as the bundles works as the editor h ...
From licensee: We've recently encountered an issue where BeginPlay was called on an Actor while the World is being torn down. This seems to stem from flushing level streaming while it has levels th ...
Short description from Licensee (attached UDN has more info):When streaming a level in and/or out (out especially in World Partition due to the bRequireFullVisibilityToRender variable usage) there i ...
From licensee: When we run MainMap (NM-Standalone) and then open GameMap to play (options - listen). When the client joins the server, it won't be able to find the LevelStreaming in GameMap (see - ...
This will need more investigation, but at least in PIE (to check if we can do the same in editor), when a level is streamed-in, we should only add the new missing folders for this level and when str ...
The issue was reproduced when building a minimap for an open world level with no Actors with "Is Spatially Loaded" enabled. Placing additional Actors with "Is Spatially Loaded" enabled in the level ...
This code passes the build when compiled using the windows editor (Visual Studio), but fails when compiled using the mac editor (XCode). Adding ENGINE_API to struct FStreamingLevelsToConsider and ex ...
There is no particular error. Developer can ignore it. ...
Recent changes in the MeshReductionManagerModule::StartupModule() have introduced issues where it won't respect what reduction modules have been set in the config file. This is a big issue for plugi ...