Engine version: UE 5.6
Plugins: Brushify – SmartBrush (Landmass)
Map setup: World Partition, landscape tiled (2017 × 2017), default Runtime Grid
Problem
As soon as I add a Brushify SmartBrush (essentially an LandmassBrushManager
), every LandscapeStreamingProxy_*
involved is flagged Always Loaded.
- In the editor WP holds the entire landscape in memory regardless of Data Layers, the Loaded checkbox, or Disable Loading in Editor.
- In PIE/Standalone streaming works fine because the BrushManager is editor-only – but testing inside the editor becomes painful: the level loads for minutes and eats GBs of RAM.
What I tried
- Editor Data Layer – moved the BrushManager to an editor-only layer, toggled the Loaded box → no effect, actor and proxies still stick in memory.
- Rebuilding HLODs/Landscape – no change.
- Checked the code: constructor of
LandscapeBlueprintBrushBase
hard-setsbIsSpatiallyLoaded = false;
but I’d rather avoid maintaining a custom engine fork.
Questions
- Is there a way to enable spatial loading for SmartBrush without rebuilding the engine?
- Any official fix or ticket planned to change Landmass-brush behavior in WP?
- Tips or editor-side workarounds to temporarily unload the BrushManager and its tiles?
Quick repro steps
- Create empty WP level → Add Landscape (streaming enabled).
- Add Brushify SmartBrush.
- Open World Partition Editor: all cells appear loaded.
- Remove SmartBrush → cells unload normally.
Thanks for any ideas or links! If an official bug report would help, I can package a minimal project.