If you have a project that uses GameFeatureData to compose multiple levels and one sub-level has spatially loaded actors as well is set up to stream, then the main level will not be able to load any of those actors in the editor. In-game everything is loaded as expected. However the editor workflow does not load any unloaded spatial actors from a sub-level. This is a very unpleasant editor UX.
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Other
Steps to Reproduce
Create multiple levels
Make all levels stream
Put some spatially loaded actors into some sub-levels
Compose the levels via the GameFeatureData
Load the default (composed) root level
Try loading a region via world parition
Expected Result
The spatially loaded actors should appear in the scene and the outliner.
Observed Result
Nothing happens, all spatially loaded actors from the sub-levels are still hidden and unloaded.
What is the GameFeatureData for when it allows the composition of multiple levels into the default level? It’s been like that since the release. How is this not supported?
The cube is not spatially loaded while the sphere is. Streaming is enabled in the sub_level.
This is the main_level when it loads in the editor. As one can see, the sub_level is loaded, but only the cube actor is there, which is expected as the sphere actor is not yet spatially loaded.
If we go to the world partition settings and load the region where the sphere actor would usually be, nothing will happen at all. The sphere actor from the sub-level will not be loaded into the editor scene.