World Partition, Axis Loading Ranges

Hello!
Short Question: Is there a way to change the “Loading Range” within Runtime settings, independently in each axis; and if yes, then how?
e.g.
Loading Range X: 1
Loading Range Y: 2
Loading Range Z: 3

image
Context: I’m developing a map that has radial and vertical progression. As I look at the “Preview Grids” I believe the World partition streaming is still prioritizing/loading “rooms” below the player that are no longer needed.
I have done some UE work prior to my work with UEFN and have used Cull Volumes around sections to help with this. Functional Question: If the line of sight is not there between “stacked” rooms/assets is this “loading range” not a problem ( I recall some optimization within UE that will not draw vertices “on-top” of each other)?

*There was a similar question posted here with no resolution.

Thanks!

I’m waiting for this specific feature to be fixed to publish my island as my island is full of really condensed rooms, and I need a short Loading Range to optimize memory.

Right now, I have 100% validated that the Loading Range setting in that panel you showed, does not work at all, it makes no difference what you set there. It’s fixed at 25600 units which is the default it comes set at.

Cell Size works, but loading range is fixed at 25600.

To answer your specific question, in UE5 you have a ZCulling range which would make assets disappear “vertically”. But I don’t think this is implemented in UEFN yet.

@NabuX
This thread is a little old and the loading range works now… Other work arounds may be separating parts of your map (outside range partition range) then moving the players between then. Need to be creative about this so the player doesn’t notice. Also re-build HLOD’s/ properly setup ones can help with larger maps.