Skip to content

Generation of Assets lists&AssetFilterSettings during packaging with ExternalActors enabled #2

@heal-afk

Description

@heal-afk

Summary

When building the project for Windows with WorldPartition levels that use One File Per Actor (default), enabling AutoGenerateOnLevelSave causes the system to generate AssetList and AssetFilterSettings for every individual ExternalActor asset. These are then added to LevelPreloadDatabaseLPT, resulting in significantly increased build times and unnecessary asset proliferation.

Disabling AutoGenerateOnLevelSave resolves the issue.

Steps to Reproduce

  1. Open a project using WorldPartition with ExternalActors (One File Per Actor enabled).
  2. Enable AutoGenerateOnLevelSave in LevelProgressTracker settings.
  3. Build/package the project for Windows.
  4. Observe build time and generated assets in Content Browser.

Hypothesis

During packaging, Unreal Engine may load each ExternalActor as a separate "micro-level". If AutoGenerateOnLevelSave does not distinguish between main levels and partitioned sub-assets, it triggers generation for each one.

Metadata

Metadata

Assignees

No one assigned

    Labels

    No labels
    No labels

    Projects

    No projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions