We had an issue where an actor’s (Actor A) FWorldPartitionActorDesc was not updated to reflect the current state of the actor, and contained an outdated reference to an actor (Actor B) very far away, across the world axes at origin. This caused Actor B to be grouped with Actor A in streaming cell ~3km away, and so Actor B would not be not loaded even if you stood right next to it.
Note that the reference *did not actually exist anymore* - upon dirtying (by moving the actor slightly) and resaving Actor A, the reference disappeared from the ActorDesc, and streaming behaved as expected. Upon investigation I found many more actors whose ActorDesc.References array held old, invalid data. I haven’t yet figured out why this happens.
I found a commandlet (`WorldPartitionBuilderCommandlet`/`WorldPartitionResaveActorsBuilder`) which has an option to specifically resave dirty ActorDescs, so it seems this may be a known issue? Is the recommended solution just to resave everything?