Okay, so I seemed to have figured it out. My map started out as the TMNT City Starter Template but, I had deleted everything from the project, including HLODs, and also changed a couple of the partition settings. So, I started up a new TMNT City Starter project just to see what world partition settings were originally set and the only differences besides Cell Size and Loading Range were that “Is 2D” was enabled and under HLODSetups “Is Spatially Loaded” was disabled. So I changed those settings within my project and I’ve been able to launch a couple of memory calculations now and haven’t had much issue with it.
I do have a question that you might could help me to understand, though. Since building my HLODs, my project size has basically doubled from about 20% to 40%. I would say I have <50 actors included in HLODs most of them being the large background buildings and then I have a few static meshes that act as a ground in my map and some of them are also pretty large. Would you say that the project size increase is normal? I also saw that Epic has said that there have been some issues with HLODs since the most recent update so, I’ve been trying to restrain myself from retrying building lol.