Quick answer: Unreal Engine 5 World Partition cells popping in mid-camera-move? Default streaming distance is 25600 units - tune per-layer or add HLOD coverage to mask the load.
Open-world driving game: at 100km/h, distant cells stream in visibly. Player sees a black void resolving into landscape one beat later.
Raise streaming distance
On the World Partition window, per-layer set Loading Range higher (51200 for fast traversal). Cost is RAM and load time; mitigate with HLODs.
Generate HLOD coverage
Build HLOD level 0 to cover the entire world at low detail. The fallback renders while cells stream in, masking the pop-in to a smooth detail-LOD transition.
Use Data Layers for content
Move dynamic content (NPCs, gameplay actors) into Data Layers that load with the player. Static terrain handled by World Partition, transient state by gameplay code.
“World Partition streams cells; HLODs hide the streaming.”
Profile the streaming with wp.Runtime.DebugDraw 1. The cell loading state visualizes which cells are missing and which are loading - the gap is what you're masking.