Thanks for getting back to me! I technically don’t have any meshes in my scene that is being affected by level streaming aside from landscape. As far as I understand, Landscapes were not supported until recently. Epic’s own documentation is still outdated and states that Landscapes are NOT supported in World Partition system. I am suspecting they are working on updating those.
What I have learned through trial and error is that general rule of thumb is to create HLOD for terrains that stay visible and shift through their own LODs. Then I would assign them to a specific data layer and stream them manually. I haven’t gotten a 100% hold on this method yet, but I think it will work once all the pieces are in place.
I also noticed the build HLOD command is really glitchy. It will randomly stop working and throw a critical error on the map that it was able to build fine 1 minute ago. It seems to have more problems with static meshes opposed to landscapes. I do go through their standard Delete and Rebuild procedures, but that doesn’t seem to make a difference.
So the approach I am going to take is separate out the Landscape from Static meshes in their own level and use LODs opposed HLOD for static meshes, unless I really need to. Then I am hoping I can build HLOD individually from terrain’s sublevels.
All this being said, I feel like the solutions I am coming up with is hinting at creating my own system to add workarounds for glitches(?? features ??) in the world partition system. It seems like every project and scenario is going to need their own version of solution after evaluating aspects that fail in their own project.