World Partition is an automatic data management and distance-based level streaming system. Is Spatially Loaded is the primary flag telling WP whether or not to load or unload an actor.
- If enabled, this Actor is loaded when in range of any streaming source when not assigned to a disabled Data Layer.
- If disabled, this Actor is loaded when not assigned to a disabled Data Layer.
Your controller is the default Streaming Source.
Actors placed in the level have their data stored in the level data when the level is cooked.
OWNERSHIP
Ownership of spawned actors directly affects whether or not WP will or will not manage loading and unloading of the actor.
For discussion purposes let’s say the “Spawner Class” is placed in the level and is set to “Spatially Loaded”.
When spawning an actor from this class…
Owner (Self) = Forces to Owners preference.
Owner (Null) = Ignores World Partition… Forced Non-Spatially Loaded.
Replicated Spawned Actors
Owner (Self) = Forces to Owners preference, Netcull distance will be ignored. Meaning if the owner is unloaded, then the replicated actor will be as well.
Owner (Null) = Discards WP altogether and Replication SubSystem takes over. Spatially Loaded has no bearing.
Owner being Game Mode, Game State or any other class that is not managed by WP will be non-spatially loaded.
I can thoroughly demonstrate this if you want.

