Level Scripting with World Partition

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?

Hello!
Related to the above:

I just started using Unreal 5 from Unreal 4 and using the World Partition set up, I can put logic in my Level Instances in the World Partition but the logic within their Level Blueprint Event Graphs don’t seem to fire.

For example I have a Level Instance with a Trigger Volume and Custom Event that changes some Render Text.
In the ‘World’ I can see the Render Text, I can also see the Custom Event in the Console when typing CE xxx (It is purple which I imagine means something) but the Trigger volume and the Custom event don’t seem to fire, even through the Level Instance is loaded

Is there a setting or some way around this to be able to fire Logic within a Level Instance Event Graph but NOT invalidate the World Partition style loading?

Thank you!