When fastgeo is activated by adding “FastGeoWorldPartitionRuntimeCellTransformer” in the Runtime Cells Transformer Stack of the world partition, some HISM or ISM objects are loaded at the world center instead of at their expected positions.
We have not found why this strange behavior occurs only on some actors and not on others.
On the pictures we can see that inside a same actor, some IHSM are still well placed (water tower) and others not (trees). And some trees on other actors are always OK with or without fastgeo activated.
Steps to Reproduce
We have a process to export in .pak files some terrain tiles composed of several actors for terrain, buildings, trees … each tile is exported in a level.
Some actors manage ISM and/or HISM.
At runtime levels from .pak files are streamed and some elements are managed by the World Partition.
Nanite is not active for our project.
We recently tried to activate the fastgeo plugin on exported levels, which led to the problems described in this post.
On my side, I get the attached result which does not make much sense.
Also, for completeness, assuming we cannot upgrade to 5.7 in the short term and that the commit you mentioned does result the problem, can you precise whether the correction is required at cook time, at runtime or both ?
If the result is only at cook time, then we may restrain it to the database production, …
Those problems do happen in the editor. The RCTs are executed during the cell generation phase. This phase will happen when running PIE and while cooking.
I hope you are fine despite the recent announcements…
I took the time to cherry pick the mentioned revision in my local build and recook the test cell. Unfortunately, it is still locating the trees at the wrong place. Is there any other candidate you can think of for trying ?
Else, I guess I will have to test directly within UE5.7.4 to see if it was fix or still affecting the product.