Setting AActor:SetIsSpatialyLoaded in C++ does not affect this at runtime either.
The flag is changed but is ignored by unreal at runtime, so it must be cached or stored somewhere else.
I wrote two functions, one to read and one to set this.
Has anyone had any success in applying this at runtime?
In fact surely this would be the only way for this to function correctly.
Example:
- I have an actor that has a property changed on it like visibility (it is now invisible)
- I move out of range of the spatial streaming
- I move back into range of spatial streaming
- The actor has now reset and the changes made to the actor are gone, the actor is now visible when it should be invisible.
the only way for the Actor to have changes that are not removed is to disable spatial loading on that actor. So in summary spatial loading is only useful for actors that will never undergo any change whatsoever.