I’m having the same behaviour on 5x5 test map (see first video below).
Initially I had naively assumed that terrain streaming/culling was affected by cell size set in Runtime Settings But I’ve realised that simply controls meshes/objects that are scattered across the terrain rather than affecting landscape streaming proxy’s themselves.
Can anyone confirm the way UE5 set’s the distance for culling on these landscape proxies - and is this configurable?
If the streaming/culling behaviour is not working at the moment, has anyone found a method to at least load all terrain proxy’s at once?
When testing a terrain that is split into 12 x 12 LandscapeStreamingProxy’s - I get more erratic loading of tiles: