Quick answer: Unreal World Partition only streaming around the player despite an AI also needing nearby cells? AI must implement IWorldPartitionStreamingSourceProvider to register as a source.
An AI patrols far from the player. Streaming follows the player only; AI hits unloaded cells and gets stuck.
Implement Provider Interface
class AAICharacter : public ACharacter,
public IWorldPartitionStreamingSourceProvider {
virtual bool GetStreamingSource(...) override;
};Engine queries the interface each tick; sources contribute to the streaming volume.
Priority and Radius
Each source has priority and radius. Lower-priority sources cede to higher; combined radius determines loaded area. Tune per source role.
Camera as Source
For cinematic flythroughs, the cinematic camera registers as a source so the player’s actual position doesn’t restrict view.
HLOD Coverage
Cells outside any source radius still render via HLOD. Without HLODs, distant areas are invisible. Build HLODs after major level changes.
Verifying
AI navigates large maps without hitting unloaded cells. Streaming visualization shows loaded volumes around each source.
“World Partition follows registered sources. Implement the interface for AI / cameras.”
Test offline-from-player gameplay heavily — multiplayer or AI-driven scenarios stress source registration more than single-player.