All of my actors except a few suddenly say [Unloaded] and are hidden, what is this?

This is the real solution.
But the bug remains in UE 5.1.1.
This happens to me with all meshes that I make a copy of. All copies disappear but original remains. Why should one need to click the pin icon? makes no sense.

I’m having the same problem. Meshes and lights are randomly unloading in a simple starter project. This is quite annoying!

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left click drawing, isn’t working for me atm either, but it has inthe past. I wonder what I might have changed…

did it get fixed for you ?

Having the same issue in 5.1 but the ‘pin’ clicking works for me.

ty this should be default behavior with a simple TUT alert, the way UE4 was, why did that stop.

For anyone scrolling to the bottom: As of 5.1.1 the bug is still around :') -sorry I haven’t used .2 yet-

Temporary fix can be clicking the pin icon but that doesn’t always work

Permanent: World Partition window (under the Window tab), left click drag a box over your world, right click and Load Selected Regions

If you can’t left click, go to World Settings (Window tab) and click ‘Enable Streaming’, now you should be able to left click! If you can’t congrats on finding a new issue

By using Fixup the redirctories, and then double Click on the same Levelname(Reopen the same Levelmap),I fixed the Uploaded warnings.

31 July 2023

It happened to me, all I did was restart my UEFN. Everything came back after that.

This bug still exists in 5.1. Even if Enabled Streaming is disabled (i.e. don’t use world partition) then it still unloads at random.

If you put enabled streaming on then in my case, blueprints don’t load!! Lose, lose. Sad this is still an issue as it was first raised over 2 years ago!!!

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Do you still have problems even if you pin the item in question

Yep, pinning it does nothing.

Oddly, I had turned World Partition off for now but I turned it back on to test and some of my blueprints now show up (my interactive items) but others still don’t (I have lights that turn on when it’s dark for example) even when pinned.

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I am having this problem except the unloaded objects do not even appear in the outliner. The items only come back when playing in a new window

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Make sure if you use, that you have sufficient streaming on to allow this.

Things to try -

  • In the world settings tab, untick ‘enable streaming’

  • if they’re still unloaded, then right click on each and select ‘pin’

  • if they load up, then go to the actor and in the details panel search for ‘spatial’ then untick ‘is spatially loaded’, this will ensure that they’re not affected by the world partition system next time you load the project or render frames using movie render queue.

if you need to enable streaming again, re-tick it, doing this will unload everything. To load an area, go to the world partition tab (if you have a huge world it may be zoomed out so you can’t see the landscape map, so just zoom into the arrow head using the mouse wheel) Then, draw a box around the area of the map you want to load, right click and select ‘load region from selection’.

You can save a region as an actor, select it, right click and select ‘convert region to actor’, this will create an actor in the outliner called ‘location volume’, by right clicking on the location volume you can load or unload that region using the actor.

If you’re rendering frames with the movie render queue and some of the animated actors are missing in the render, it could be because they’re also keyframed to be in a location that’s not currently loaded despite them being loaded at the moment, in this case you’ll need to either load more of the map and save it before the render, or untick the ‘is spatially loaded’ option mentioned above.

Did not saw this mention elsewhere, but great somewhere here on the forum figured it out

I’ve done it so many times on accident, I know exactly what u did, lol, if you move any sort of files, while unreal engine is open, from one folder, to another from your file explorer, like say, you can delete folders from outside the engine, no probelm, screw a redierector reference right? doesnt matter that actor will still be unloaded in the build util you put the same file, back where you got it, and move it from within unreal engine itself. Sometimes you can restart the engine, right click your contents folder and update redirector references, then right click all and validate assets, then you might have to replace the static mesh for a blueprint, with itself, but if the issue is just with a material or something like that it will fix itself, I think I’ve had it work with an actor blueprint, only like once or twice, at that point, just control z and undo lol.