By default, all levels are assigned to an Uncategorized layer. Layers hold information about streaming distances, so levels assigned to a particular layer will inherit that streaming distance. Levels assigned to a layer with streaming distance disabled will be excluded from distance streaming, and can instead be controlled using Blueprints.
The above feature, documented HERE, just works in PIE and not in a STANDALONE GAME!!!.
This because the Tiles information is not serialized to disk as commented in the code below:
void UWorldComposition::PostInitProperties()
{
Super::PostInitProperties();
if (!IsTemplate() && (GetOutermost()->PackageFlags & PKG_PlayInEditor) == 0)
{
// Tiles information is not serialized to disk, and should be regenerated on world composition object construction
Rescan();
}
}
void UWorldComposition::Serialize( FArchive& Ar )
{
Super::Serialize(Ar);
// We serialize this data only for PIE
// In normal game this data is regenerated on object construction
if (Ar.GetPortFlags() & PPF_DuplicateForPIE)
{
Ar << WorldRoot;
Ar << Tiles;
Ar << TilesStreaming;
}
}
But in this way the StreamingDistance will be always 50000 and the DistanceStreamingEnabled will be always true.
FWorldTileLayer()
: Name(TEXT("Uncategorized"))
, Reserved0(0)
, Reserved1(ForceInit)
, StreamingDistance(50000)
, DistanceStreamingEnabled(true)
{
}
So the feature doesn’t works in a standalone game!
ps tested with 4.4.3 and 4.5 version