This question was created in reference to: [Any solution for PlayGo initial play area with World [Content removed]
After implementing the solution proposed by Matt Peters in the original question, we now face an issue regarding dependency chains.
Some of our assets reference the WorldPartition map directly, implying that when they are (recursively) assigned a Chunk Id via a Primary Asset Label, they also apply it to the World asset, that applies it to its cells, and then to its actors. We then end up with most of our game content inside the PlayGo chunk, which becomes too big. LevelSequences are a notable offender.
I believe most of these dependencies are legit and required, and I don’t see yet how we could circumvent this. What do you think?
Note that this is not the first time we have trouble with LevelSequences referencing the world, and I don’t know yet if there are many other types of assets referencing the world. If they are few, maybe a manual cleanup is doable, but I’m not convinced.
For example (using `AssetRegistry.ManagementPathsPackageDebugName`) :
SetManageReferences is printing out the reference chain that caused ‘/Game/Mesh/SomeMesh’ to be managed
/Game/__ExternalActors__/Map/LVL_World/7/DY/N4E0EJK3UNV8TCVMQQBCG3
/Game/Map/LVL_World
/Game/Sequence/LevelSequenceAsset
[…]
/Game/AssetDirectlyReferencedByMapActor
PrimaryAssetLabel:DA_PlayGo_Initial
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