World composition layers just works in PIE

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

Hi hurricane86,

Are you still experiencing this as of 4.6? If so do you have reproduction steps I can take to recreate this on my end?

Hi hurricane86,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.
Thank you.