So, as I said. I have a level that implements the world partition functionality. Here’s what I did.
I place actors into the level
Then, after a few days, I decided to remove some of it. I also tried to adjust some of the actor components locally.
I package the project for testing, and weirdly enough, the deleted actors are present in the level, and my edited actor components also exist in the world. Although it looks fine playing in the editor.
I don’t know why this is happening. It’s very weird and I’m opened to any suggestions or ideas about why this is happening in UE5.6 version.
Hello @56legion ,
I’ve been reading several posts and it seems this bug has been around for quite a while.
The only solution that consistently seems to work is deleting the files directly from the file explorer with Unreal closed.This video explains how to do it.
Some people also mentioned that pinning the actors can help (though it only worked for a few), and others said that running Unreal as administrator might fix the issue.
Hope it helps !
Thank you for your answer. I’ve been playing around with these options myself for quite some time now. I can still tolerate it if it’s a small number of actors to delete. But I’m talking about hundreds of assets that restore to their original state in the editor. Things that should not be there still exist. This also applies to the timed spawn actors that should not be spawned at the start, but are getting spawned. It destroys the overall game design mechanics.
It does work if I delete it manually. But I’m really desperate to know how I should deal with hundreds of actors that aren’t supposed to exist. Please let me know if you have something. It’s a huge level to deal with.
Just to update. I’ve finally found the solution. It’s not a bug.
It’s long, but bear with me to understand how it works.
Explanation:
Unreal Engine isn’t friendly with Windows’ security system. Thus, it always treats the accessibility of Unreal Engine as hostile or blocked. This only applies to high-end complex writing and memory access related, otherwise, we can’t even save the project.
So, by default, Unreal Engine’s method of world partition is to store all the actors’ data into a folder called “ExternalActors” (which is not accessible in the content browser). So what it means is, any changes inside the editor aren’t saved locally as Windows’ security system blocks the access because these actors (I think) require complex memory access, which is only permissible for Administration access only.
To test it out, you can select the actor you want to remove, Outliner → right click → Copy file path → paste inside your Windows file explorer. Then, you can try to delete the actor inside the Engine’s editor, and you will see that it will not be deleted inside your Windows Explorer.
Solution:
You must run Unreal Engine as an Administrator. It will not allow you to run as an administrator if you execute it from your Project’s executable file. Microsoft do not make it easy as right-click and run as admin, for security reasons. You will have to go to UnrealEditor.exe to run as Admin. And from there, you can launch your project.
Then you can update your changes by unloading and reloading the cells in the World Partition Editor.