Summary
When building the project for Windows with WorldPartition levels that use One File Per Actor (default), enabling AutoGenerateOnLevelSave causes the system to generate AssetList and AssetFilterSettings for every individual ExternalActor asset. These are then added to LevelPreloadDatabaseLPT, resulting in significantly increased build times and unnecessary asset proliferation.
Disabling AutoGenerateOnLevelSave resolves the issue.
Steps to Reproduce
- Open a project using WorldPartition with ExternalActors (One File Per Actor enabled).
- Enable
AutoGenerateOnLevelSave in LevelProgressTracker settings.
- Build/package the project for Windows.
- Observe build time and generated assets in Content Browser.
Hypothesis
During packaging, Unreal Engine may load each ExternalActor as a separate "micro-level". If AutoGenerateOnLevelSave does not distinguish between main levels and partitioned sub-assets, it triggers generation for each one.
Summary
When building the project for Windows with WorldPartition levels that use One File Per Actor (default), enabling
AutoGenerateOnLevelSavecauses the system to generateAssetListandAssetFilterSettingsfor every individual ExternalActor asset. These are then added toLevelPreloadDatabaseLPT, resulting in significantly increased build times and unnecessary asset proliferation.Disabling
AutoGenerateOnLevelSaveresolves the issue.Steps to Reproduce
AutoGenerateOnLevelSavein LevelProgressTracker settings.Hypothesis
During packaging, Unreal Engine may load each ExternalActor as a separate "micro-level". If
AutoGenerateOnLevelSavedoes not distinguish between main levels and partitioned sub-assets, it triggers generation for each one.