Hi there guys,
For an open world, using World Partitions and content loading by grid, I was wondering how are files handled by a LevelSequencerActor?
The LevelSequenceActor is set as “Always Loaded”, which makes me wonder if it grudges memory by loading assets that aren’t present. There are validation errors when the LevelSequenceActor is referenced from a Script as a Hard Reference, but those errors are gone when we use a Soft Reference instead.
I’m wondering if there’s a current cost on the LevelSequenceActor in a world, for having a LevelSequence referenced. Or would the cost be at run-time?
Thank you for any insight on this!"
I asked the question about LevelSequenceActor in UDN, as I’m not sure everyone has access, here’s an answer from a Dev:
Actor references in a sequence are a special kind of soft reference specific to sequences called bindings (FMovieSceneBinding). It will have a GUID and a set of tracks. We then resolve the reference to the actor in the world based on the GUID. This also allows for dynamic rebinding at runtime, where we change the actor the sequence animates. The ALevelSequenceActor stores its corresponding level sequence as a standard FSoftObjectPath.
There is an exception for spawnable bindings though. Since spawnables can differ in their default state from their default object, and those changes aren’t always keyframed, we store an actor as a template for the spawnable on the sequence itself. Though, with the sequence being a soft reference on the level sequence actor, that will be loaded on demand.
If you have more insight on this, please let us know. Otherwise, this is kinda a good news related to Soft referencing actors
Hope this helps!