World Partition: Actors Falling Through World Questions

Hi all,

For all actors that are in a single world partition cell, is there any way to control or configure which actors get loaded first or is it completely random?

For example, if there are actors with gravity enabled (such as enemy classes that derive from Character), how do I ensure that they do not load prior to the ground beneath them and fall through the floor?

In my testing, I was seeing different results based on which Data Layers the different actors in a cell were in. If the actor I was testing to fall through the floor was in a single data layer on my first test, and then 2 data layers on the second test, their ability to fall through the floor would change accordingly. It’s almost like changing the data layers the actors were associated with would change the random seed of the order of actors to be loaded when world partition started streaming during that PIE session.

I did come across this knowledge base article that suggests every actor with physics have their physics turned off on frame 1, and then poll the World Partition Subsystem via WorldPartitionStreamingQuerySource queries every so often until the entire cell is loaded prior to turning physics back on.

Is that the best way to handle this sort of thing? I was hoping that World Partition had some sort of innate intelligence to sort actors based on their Z height or something (so actors lower in Z would load first so they could block objects moving downwards with gravity). It’d be great if this was part of an FAQ section in the World Partition documentation.