In 5.6, CustomBrush_Landmass makes the level dirty every time it is opened

If CustomBrush_Landmass has BrushType = SplineMesh and SplineLength > DefaultMeshLength, each call to the Construction Script triggers Construct Splines, which in turn leads to components being recreated.

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Steps to Reproduce
1) Enable the Landmass plugin.

2) Create an Open World level.

3) Disable Streaming and World Partition, save the level, then disable External Actors and save the level again.

4) In Landscape mode, pick a CustomBrush_Landmass blueprint and spawn it on level.

5) Select the created CustomBrush_Landmass, then in the Details panel set BrushType = SplineMesh and BlendMode = Max.

6) Save and reopen the level — it will be dirty again.

Hi Vladimir,

We are sorry for this problem. Unfortunately, Landmass is not a plugin we officially maintain and there are no plans to move it out of Experimental state at the moment : a blueprint-based plugin has several restrictions in terms of backwards compatibility and feature availability in general (proper UX, etc.) which make it very hard to support and we don’t have the resources for this at the moment. Therefore, we won’t be able to fix that behavior.

To be perfectly thorough, it’s fine to use the tool if it performs as you want, but it comes with no strings attached and might have this kind of workflow issues.

Cheers,

Jonathan