Brushify SmartBrush + World Partition: LandscapeStreamingProxy stays “Always Loaded” in the editor – any workaround or fix?

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

  1. Editor Data Layer – moved the BrushManager to an editor-only layer, toggled the Loaded box → no effect, actor and proxies still stick in memory.
  2. Rebuilding HLODs/Landscape – no change.
  3. Checked the code: constructor of LandscapeBlueprintBrushBase hard-sets bIsSpatiallyLoaded = 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

  1. Create empty WP level → Add Landscape (streaming enabled).
  2. Add Brushify SmartBrush.
  3. Open World Partition Editor: all cells appear loaded.
  4. Remove SmartBrush → cells unload normally.

Thanks for any ideas or links! If an official bug report would help, I can package a minimal project.

The problem remains when creating a new level using the World Partition. If you add the Landmass plugin, then everything does not work correctly (Regions or proxies are always loaded). However, if you remove the plugin, the level becomes normal. So far, it has not been possible to find a solution to this problem.