// first unload all actors
for (UWorldPartitionEditorLoaderAdapter* EditorLoaderAdapter : WorldPartition->GetRegisteredEditorLoaderAdapters())
{
EditorLoaderAdapter->GetLoaderAdapter()->Unload();
}
// after unload do something
// second load actors by region
UWorldPartitionEditorLoaderAdapter* EditorLoaderAdapter = WorldPartition.Get()->CreateEditorLoaderAdapter(World, LoadRegion, TEXT(“Loaded Region”));
EditorLoaderAdapter->GetLoaderAdapter()->SetUserCreated(true);
EditorLoaderAdapter->GetLoaderAdapter()->Load();
// after load do something