Construction scripts unnecessarily rerun in PIE for WorldPartition levels

Hi Ryan,

Thanks for the feedback and the referenced post.

In the cases I’m testing, the entire world is loaded in the editor before running PIE. It seems like it shouldn’t be necessary to rerun the construction scripts - they are guaranteed to run when the level is loaded and if the Blueprints are changed.

However, we have come across two cases where components of instances of Blueprints were in a stale/invalid state in PIE with this change. While there was no clear indication of the root cause, resaving the affected actor instances resolved the issue.

I’d like to better understand why that happened, what got repaired by resaving the actor instances and whether it’s something fixable. My only hypothesis is that the PIE level instances made by the World Partition system are cached between sessions and are only rebuilt if any actor instances within a partition are modified - is that correct? If so, that would explain the side-effects of my change. If it’s caching between sessions, that’s pretty nice and presumably has better savings than skipping the construction scripts.

Best regards,

Ben