diff --git a/Binaries/Win64/UnrealEditor-PoolManager.dll b/Binaries/Win64/UnrealEditor-PoolManager.dll index aec4ce6..f6276f2 100644 Binary files a/Binaries/Win64/UnrealEditor-PoolManager.dll and b/Binaries/Win64/UnrealEditor-PoolManager.dll differ diff --git a/Binaries/Win64/UnrealEditor-PoolManager.pdb b/Binaries/Win64/UnrealEditor-PoolManager.pdb index e2b2442..826ce28 100644 Binary files a/Binaries/Win64/UnrealEditor-PoolManager.pdb and b/Binaries/Win64/UnrealEditor-PoolManager.pdb differ diff --git a/Source/PoolManager/Private/Factories/PoolFactory_Actor.cpp b/Source/PoolManager/Private/Factories/PoolFactory_Actor.cpp index b37bfa0..9b3e769 100644 --- a/Source/PoolManager/Private/Factories/PoolFactory_Actor.cpp +++ b/Source/PoolManager/Private/Factories/PoolFactory_Actor.cpp @@ -36,7 +36,10 @@ UObject* UPoolFactory_Actor::SpawnNow_Implementation(const FSpawnRequest& Reques SpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn; SpawnParameters.bDeferConstruction = true; // Delay construction to add it to the pool first SpawnParameters.bNoFail = true; // Do not fail if spawn fails +#if WITH_EDITORONLY_DATA SpawnParameters.bCreateActorPackage = false; // Do not bake this runtime actor into World Partition level +#endif + AActor* NewActor = World->SpawnActor(ClassToSpawn, &Request.Transform, SpawnParameters); checkf(NewActor, TEXT("ERROR: [%i] %s:\n'NewActor' was not spawned!"), __LINE__, *FString(__FUNCTION__));