As a note for other readers, when deleting a HLOD layer, after you replace the references to the new HLOD layer, the next thing it brings up is a list and asks if you want to save.
Click Don’t Save… the Saving will save the bad references into the new HLOD layer as well, corrupting it too.
You could just drag the new HLOD layer into the world settings default HLOD slots (normally 2 slots, used to be 1) and discard the old HLOD layer without replacing references, but the delete warnings make me paranoid.
The data layers could also be conflicting with the world streaming,
I really have no idea but can sort of imagine.
If something is referenced by the HLOD layer but it’s in an unloaded data layer it would be problematic.
However now there is the ability to use different HLOD layers in world streaming with the new WorldPartitionRuntimeHashSet,
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Props now have a HLODlayer slot and not just a check to be included in, it looks like the system is gearing up to be able to put different things in different HLOD layers and have those HLOD layers switch around according to where a player is, or something… I’d like to understand it more