World Partition and Spawned Actors

Makes sense, hopefully this is something that can be rolled into WP logic at some point. Thanks for replying.

Ownership of spawned actors directly affects whether or not WP will or will not manage loading and unloading of the actor.

For discussion purposes let’s say the “Spawner Class” is placed in the level and is set to “Spatially Loaded”.

When spawning an actor from this class…

Owner (Self) = Forces to Owners preference.
Owner (Null) = Ignores World Partition… Forced Non-Spatially Loaded.

Owner as Game Mode, Game State or any other class that is not managed by WP will be non-spatially loaded.

Replicated Spawned Actors

Owner (Self) = Forces to Owners preference, Netcull distance will be ignored. Meaning if the owner is unloaded, then the replicated actor will be as well.

Owner (Null) = Discards WP altogether and Replication SubSystem takes over. Spatially Loaded has no bearing.

Owner as Game Mode, Game State or any other class that is not managed by WP will be non-spatially loaded.

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