Preprocessing data from a World Partition world

Hello Martin,

I am looking for all actors with one specific component. This component has a list of {softObject reference to actor + some primitive parameters}. I want to save all of this information to a"database", so that I can look it up for any actor that happens to be unloaded by world partition (thats why I can’t save the data into the world partition cell itself, i need it most when the cell is unloaded).

The ultimate purpose is some approximate simulation of the parts of the world that is are far from the player.

I looked into UWorldPartitionRuntimeCellTransformer, but it seemed that they are called when the cell is loaded, which doesn’t really help me - at that point it is too late to save any data (in my current solution).

The asset registry is more interesting. Are you suggesting that during some early cook step (probably while cooking the base level), I just load any actors that I need through the asset registry? (There will probably be some issues with needing to tag all my actors, as I cannot filter on components???, but that is hopefully solvable)