Loading and Saving a savegame with World Partition?

Without digging into the source yourself that isn’t likely to happen soon.
You can probably make a custom plugin to expose this functionality after examining how the stuff is loaded/unloaded - assuming it is at all accessible/kept track of.

If it isn’t, the issue is far more complex as youd need to add a system to keep track of it.

The gameplay tags ideally cut to the second situation ignoring the digging and just flat out assume that nothing is kept track of.

I’d probably add an oncreate event to flag the gameplay tag in some creative way whenever the actor is loaded.
Sruff loads over async (i hope ffs?) however, so its not like a “race condition” is going to be able to tell you what data layer loaded what.
Youd have to query the data layer name from the actor loading on creation, or something around those lines…

Naming data layers the same as landscape tiles and or whatever the actor “stands” on which loads along with the data layer could be a quick way to figure out where the actor was first instantiated for instance.
It would basically require just 1 additional invisible mesh that you can do a single line trace down to every so often until it actually exists - get a name back, and disable the trace system.
Clunky af. But its a start towards something…