# World Partition Cell Stuck in Loading state

**URL:** <https://forums.unrealengine.com/t/world-partition-cell-stuck-in-loading-state/2548257>\
**Category:** World Creation\
**Tags:** unreal-engine, WorldPartition, question\
**Created:** [June 9, 2025, 1:14pm UTC](https://forums.unrealengine.com/t/world-partition-cell-stuck-in-loading-state/2548257 "2025-06-09T13:14:48Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![NoaWinged](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/noawinged/32/1099439_2.png) [@NoaWinged](https://forums.unrealengine.com/u/NoaWinged)\
**Post date:** [June 9, 2025, 1:14pm UTC](https://forums.unrealengine.com/t/world-partition-cell-stuck-in-loading-state/2548257/1 "2025-06-09T13:14:49Z")

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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](https://d3kjluh73b9h9o.cloudfront.net/original/4X/a/b/b/abb317f707dd3ae2096d42c42682647c0a0001fd.jpeg)

- Increasing verbosity for `LogLevelStreaming` does not reveal any new info, only:

- 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

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**Author:** ![NoaWinged](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/noawinged/32/1099439_2.png) [@NoaWinged](https://forums.unrealengine.com/u/NoaWinged)\
**Post date:** [June 9, 2025, 4:35pm UTC](https://forums.unrealengine.com/t/world-partition-cell-stuck-in-loading-state/2548257/2 "2025-06-09T16:35:17Z")

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Update: Solution Found

I tracked it down by searching my entire project directory (using [AgentRansack](https://www.mythicsoft.com/agentransack/)) for the stuck cell’s package key (`DXMVN5BANAE0DI6VG1N6O5WCA`).

 ![1749486837-GprctCBqwk](https://d3kjluh73b9h9o.cloudfront.net/original/4X/3/a/4/3a4b86bcef5ee1c50909769a3e061404f64b2941.webp)

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

 ![1749485599-9s8eiPrhBy](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/f/3/2f3a7fdd2d86f92a0dafd92ee413155934dd9bd0.webp)

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!

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**Author:** ![volumetrix](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@volumetrix](https://forums.unrealengine.com/u/volumetrix)\
**Post date:** [December 17, 2025, 11:01am UTC](https://forums.unrealengine.com/t/world-partition-cell-stuck-in-loading-state/2548257/3 "2025-12-17T11:01:02Z")

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Great writeup on your investigation!

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

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<div class="post-metadata">

**Author:** ![NoaWinged](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/noawinged/32/1099439_2.png) [@NoaWinged](https://forums.unrealengine.com/u/NoaWinged)\
**Post date:** [March 26, 2026, 9:51am UTC](https://forums.unrealengine.com/t/world-partition-cell-stuck-in-loading-state/2548257/4 "2026-03-26T09:51:40Z")

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