I have multiple buttons with a variable referencing their associated door in the level, but when i load the map i have an error message saying the doors are spacially loaded.
The problem is all of my actors have Is Spacially loaded set to False wether it’s from their details panel in the level or in the details panel in the actor.
That’s the details panel of all the concerned actors selected in the level:
Did you force world partition to load everything and check to see if there’s any buttons/doors that weren’t loaded which may have spatially loaded ticked?
Instead of manually setting them all to not be spatially loaded, you could change the reference vars to be soft object references and resolve the ref when button is used. Granted, this really only works if both objects are in the same world partition cell. So if you’re doing something like having a button open a door on the far side of map, you would probably want to have button set a bool in game state or level BP and have the door check it on begin play (which is called when an actor streams in).
Yeah i force loaded the whole map and checked every buttons and doors and they all have spatially loaded ticked off without exception.
I had a soft ref at first, but when i tried to reduce the size of the cells an error poped up so i switched to a ref var. Which fixed the issue but brought this other one.
Passing through the game state seems like a good idea, for now as a bandage fix i put all the buttons and doors to spatially loaded. And since the ref of the door is in a variable inside the button, the door will load if the button is loaded (documentation be praised for this info). And i also have no error warnings telling me one of them is spatially loaded or not.
I don’t know if the best solution, but for now it work. I would like to make it work with spatially loaded ticked off though if it’s possible.
Try selecting all the affected actors, ticking spatially loaded, then hit save all, reload map, and untick them again, resave. World part has a nasty habit of getting stale actor info.
Either way, using game state or something is probably more consistent, since then it would remember if they were open if you hit button but come back later. Much easier than fighting world partition life cycles too lol.
Here’s a tip, step 0: really read the errors. Non-Spatially loaded actors cannot reference spatially loaded actors, and vice versa. Meaning, you might be using some static meshes that are being referenced by a non-spatially loaded actor. If not, then my best guess is that maybe you are using data layers?