Foliage interaction component not working with world partition enabled

Hi everyone,

I’m experiencing an issue with a custom Foliage Interaction system in my project when running in standalone or packaged builds with world partition enabled. The code (components) works perfectly in PIE (Play in Editor), but stops functioning outside of it.

Project Details:

  • Using Unreal Engine 5.4
  • World Partition is enabled
  • Foliage Interaction System is properly set up and referenced in build settings

Current Behavior:

  • In PIE: Foliage interaction works as expected
  • In Standalone/Packaged: No foliage components are being detected (Active Components: 0/0)

Debug Information Shows:

  • Foliage Interaction Component is present and valid
  • Component is registered but shows as not active
  • Search radius is set to 300.0
  • Can detect InstancedFoliageActors (found 4 instances)
  • Valid meshes and classes are properly registered
  • The component shows “Is Registered: Yes” and “Valid: Yes”
  • All necessary foliage actors and meshes are detected in the world

What I’ve Tried:

  • Forcing component activation in multiple ways
  • Modifying component’s auto-activation settings
  • Adjusting search radius
  • Adding delayed initialization
  • Verifying build dependencies and module includes
  • Ensuring proper component registration and tick settings
  • Multiple refresh attempts during runtime
  • Checking world partition streaming settings

Despite all these attempts, the component remains inactive in standalone/packaged builds, while working perfectly in PIE. The most puzzling part is that the system can detect the foliage actors but won’t activate the components.

Any suggestions on what might be causing this difference between PIE and standalone behavior? Has anyone encountered similar issues with components not activating properly in standalone builds?

Thanks in advance for any help!

My system (DynoFoliage: UE4 Interactive Foliage) works off collision channels.

Though rare, there is a world where .ini files needed for the channel definitions are unavaliable in a build.

Maybe whatever your systen is gas something similar going on…