I’m encountering a new bug in Unreal Engine 5.6: When using World Partition, “trace to channel” or hit event doesn’t return the name of the hit component under certain conditions. Specifically, if the object is a StaticMeshActor
, its mobility is set to Static, and “Is Spatially Loaded” is checked, the trace still registers a hit, but it’s impossible to retrieve the name of the hit component.
It works perfectly if either “Is Spatially Loaded” is unchecked, or if the object’s mobility is set to Movable or Stationary.
Is the hit actor in an active cell (partition cell) when trace happens?
if its not in active cell you get a hit but not component info since its not fully loaded in memory. Its expected to retrive component info if fully loaded.
- Is not spatially loaded (so its always fully loaded in memory)
- spatially loaded and in active cell relative to player (fully loaded)
- or its not static (moveable or stationary that engine considers it can change position so its fully loaded)
I’ve identified the root of the issue — I’m currently testing the new Fast Geometry Streaming plugin, and the problem occurs only when it’s enabled.
If I add StaticMeshActor
to the “Disallowed Actor Classes” list, the trace works correctly again.
My conclusion: the (experimental) plugin isn’t fully stable yet.