ActorDataLayer struct

Hey there fam, quick question:

In an effort to smooth out my large world performance, via blueprints I’m creating collision volumes that load the interiors of buildings as I approach them. In my blueprint I basically create a new DataLayer and then I assign everything in the building to that datalayer. Then I create a collision box and have it Activate the datalayer when I approach. Simple.

It works great, when I approach the building it’s empty until I get close and then it populates.

The problem is that when I open my editor, there is an error saying that the Collision volume references a non-spatially loaded actor (WorldDataLayers-1) which is true. The collision volume which is loaded spatially (That’s fine) references the DataLayers object.

The way this is supposed to work is that the collision volume is supposed to reference the ActorDataLayer struct (That basically just contains the name of the data layer, right?)

How do I create a reference to that ActorDataLayer struct? Can anyone at Epic help me out?? Thanks guys.

Alright, I’m dumb - you can literally store the UDataLayer Label and use it to turn off and on these volumes. If you create a DataLayer via blueprint with the same name, it will rename automatically and spit out the correct label so you don’t need to worry about the FActorDataLayer struct at all.

Good to know.