World Partition Cell Stuck in Loading state

Hi everyone,

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:
    1749469626-8a4CyEAHRu

  • 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:

  1. Are there any commands or profiling tools to pinpoint which actor or asset is blocking the cell load?
  2. How can I catch or log more detailed loading errors for generated partition packages?
  3. 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!

Thanks in advance,
Winged

Update: Solution Found

I tracked it down by searching my entire project directory (using AgentRansack) for the stuck cell’s package key (DXMVN5BANAE0DI6VG1N6O5WCA).

That led me to the generated logs under Saved/Logs/WorldPartition/StreamingGeneration-Cook_*.log, which list every actor in each runtime chunk.

  1. I pulled out the list of actors for the bad chunk.

  2. I temporarily set bIsSpatiallyLoaded = false on all those actor classes to exclude them from streaming.

  3. After some tests I could confirm that the stuck-cell error disappeared.

  4. Using a binary-elimination approach (testing half the actors at a time), I isolated the single actor class that hung the load.

  5. 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!

Great writeup on your investigation!

Did you figure out what about the actor was causing the issue in the first place?

Unfortunately, nope :frowning: . I just set this actor to Always Loaded and let it stay like this - I guess no project is perfect ^ ^