Is there a way to Set Blocking Disable in streaming performance? Every time is loading cells the game hitch a bit

Hello I have two problems I have been dealing with during moths, first of for some reason when using world partition, the game hitch a bit when loading cells or unloading them, but mostly loading, it seems the system is blocking when is taking time to load them but a do not want that, I deactivated the blocking in world settings but it seems there is another one activated when using the Debug of the level streaming. Also, so you can understand more, I’m using 2 streaming components inside my main character, the woman you see in the image, one is for the world assets and another for enemies and interactable actors.

Then the game crashes when the loading hitches start to accumulate, the crash occurs while loading the cells while using world partition, usually when the cells are loading that turn orange, the game makes small hitches each time it does, I don’t think this should be normal, usually when going at high speeds this happens a lot.

I want to disable all loading blocking here is also an image showing what I mean.


the game crashes giving me this error.
LoginId:f66d09374a58afa01669ec87570e933c

EpicAccountId:60d3b9c0d4c74a5a90ed4cfebcb3923a

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000146
UnrealEditor_Engine!AActor::AddComponentByClass() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\ActorConstruction.cpp:1158]
UnrealEditor_Engine!AActor::execAddComponentByClass() [D:\build++UE5\Sync\Engine\Intermediate\Build\Win64\UnrealEditor\Inc\Engine\Actor.gen.cpp:1309]
UnrealEditor_CoreUObject!UFunction::Invoke() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:5912]
UnrealEditor_CoreUObject!UObject::CallFunction() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1012]

UnrealEditor_CoreUObject!UObject::ProcessContextOpcode() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2871]
UnrealEditor_CoreUObject!UObject::execLetObj() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2692]
UnrealEditor_CoreUObject!ProcessLocalScriptFunction() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1082]
UnrealEditor_CoreUObject!UObject::ProcessInternal() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1170]
UnrealEditor_CoreUObject!UFunction::Invoke() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:5912]
UnrealEditor_CoreUObject!UObject::ProcessEvent() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2003]
UnrealEditor_Engine!FLatentActionManager::TickLatentActionForObject() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\LatentActionManager.cpp:308]
UnrealEditor_Engine!FLatentActionManager::ProcessLatentActions() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\LatentActionManager.cpp:226]
UnrealEditor_Engine!UWorld::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:1576]
UnrealEditor_Engine!UGameEngine::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\GameEngine.cpp:1831]

UnrealEditor!FEngineLoop::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5215]
UnrealEditor!GuardedMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:183]
UnrealEditor!GuardedMainWrapper() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:147]
UnrealEditor!LaunchWindowsStartup() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:283]
UnrealEditor!WinMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:330]
UnrealEditor!__scrt_common_main_seh() [d:\a01_work\6\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

Are you Playing in PIE or actually launching? I’ve had issues with streaming hitches before albeit not as big of a level. I’ve heard that the game handles streaming differently in PIE vs Launch and Packages instances of the game

No, is in standalone game but it does the same In Pie and in selected viewport, this is problematic because it does the same when the game is built, I need to solve this. Most likely the streaming is blocking the execution and causes hitch but I do not want that to happen, I want to disable this blocking or if somebody could tell me I have the configuration wrong I don’t know, or is this a engine bug?