Hello all! I have a question regarding World Partition:
How are we supposed to handle level scripting with WP? Consider a simple setup - a button actor that opens a door (another actor) on interaction. Normally, we would place these two actors into a sub-level and use that sub-level’s Level Blueprint to react to the “Interact” event with an “Open” function call node.
In WP, the only thing that worked for us thus far is to use the persistent level’s Level Blueprint and mark the affected actors as “Not Spatially Loaded” - this is of course unacceptable any larger world as hundreds of actors will be always loaded, even when they are on the other side of the world.
We also found that we can create a Level Instace from the two actors, which gives us access to a separate Level Blueprint. Promising! The issue is that the Level Blueprint scripting of the instance simply doesn’t work - most likely because UE simply merges the Level Instance into the larger world and ignores the level script actor.
Does anyone know how to resolve this? How do you guys handle inter-actor scripting in your large worlds?