UE 5 Truly Asynchronous Actor Spawning With C++

In that case, you’re probably looking for a more complicated loading solution that can manage what rooms are loaded based on the room the player is currently in and where you might be expecting them to go. This way you also limit the resource requirements of having rooms that aren’t in use loaded while you don’t need them. But this is a somewhat different problem than what a single async blueprint node could ever accomplish. You’d be looking for a world subsystem at that point that is continually doing work to manage what rooms exist.

Open world games like GTA and Saint’s Row do this sort of thing. World Partition in the Engine is also a version of this. You can easily roll your own “streaming” solution to spawn and despawn rooms as you need them.