I’m running into an issue with World Partition in UE 5.4. After I walk through a certain area, move far away, and then return, one of the runtime cells never finishes loading (it’s “stuck” on loading).
What I’ve observed:
Using wp.Runtime.ToggleDrawRuntimeCellsDetails I can see the cell transitions to “loading” but then stays there:
Increasing verbosity for LogLevelStreaming does not reveal any new info, only:
LogLevelStreaming: Warning: Couldn't find ULevel object in package '/Game/XYZ/Maps/Worldmap_v2/_Generated_/DXMVN5BANAE0DI6VG1N6O5WCA'
If I remove the entire data layer containing all interactive actors, the problem goes away. However, that layer contains hundreds of actors and manually isolating the culprit is very time-consuming.
this issue only occurs in a packaged build - I can’t reproduce it in the Editor or when running in Standalone mode
Questions:
Are there any commands or profiling tools to pinpoint which actor or asset is blocking the cell load?
How can I catch or log more detailed loading errors for generated partition packages?
Has anyone encountered a similar issue or know of a UE5.4 bug/workaround?
Any guidance on debugging or isolating the problematic asset(s) would be greatly appreciated!
After some tests I could confirm that the stuck-cell error disappeared.
Using a binary-elimination approach (testing half the actors at a time), I isolated the single actor class that hung the load.
As a quick fix, I set that class to “Always Loaded” in my build, and the cell now loads every time.
I still need to figure out why that actor breaks streaming, but this approach got me to the root of the problem. I hope this approach saves you time (and spares you the hair-pulling) in the future!
PS If anyone has an even better way to find a bad actor in a World Partition cell, I’d love to hear it!