[5.8] Runtime-generated PCG fully regenerates on any resolution change after a level travel

In 5.8, all runtime-generated PCG (components with Generation Trigger = Generate At Runtime) regenerates whenever the render resolution changes — changing resolution in the game’s video settings, toggling fullscreen, or pressing F11 (LevelEditor.ToggleImmersive) in PIE. It is not specific to fullscreen mode (exclusive vs windowed-fullscreen); any resolution/viewport change triggers it. It reproduces in packaged builds. It only occurs once the level was entered via a level travel (OpenLevel / the “open” console command); a cold first-loaded level is unaffected. No regeneration occurs in 5.7.

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  1. Project with a PCG component set to Generation Trigger = Generate At Runtime in a level (TestMap).
  2. Enter TestMap via a level travel (OpenLevel / “open TestMap”, or a menu to load-level flow). Wait for the runtime PCG to finish generating and settle.
  3. Change the screen resolution (game video settings / UGameUserSettings::SetScreenResolution + ApplyResolutionSettings).
  4. Result: all runtime PCG regenerates.
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Hi!

It’s a known issue because the gpu resources are transient in this kind of generation setup.

We properly react to it when stuff comes back up however, which is better than the alternative (nothing left!).

However, I can understand this could be a problem in your case. If you want more details or how that would be possible to fix, let me know.

Cheers,

Julien

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Hey, we kinda worked around it by disabling the autorefresh-options in the pcg graph. That solved the issue so far on our side. Not 100% sure though yet, if it will land on our feet later during production.. [Image Removed]

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