load_world_partition_region
Pins World Partition cells intersecting an axis-aligned region into memory for editor inspection, so actor queries can see loaded actors. Non-destructive; errors on non-WP maps.
Instructions
Pins the World Partition cells intersecting an axis-aligned region [min,max] into memory for inspection (editor world). Creates a UWorldPartitionEditorLoaderAdapter backed by FLoaderAdapterShape over the box and calls ILoaderAdapter::Load(); the adapter stays REGISTERED so the region remains resident (mirrors the editor's "Load Region from Here"), which then lets get_actors_by_class / actor tools see the now-loaded actors. Honest error on a non-WP (default) map or an uninitialized World Partition. Non-destructive: it loads (pins) actors, it never spawns/edits/saves.
Returns: { world: string, is_world_partition: bool, loaded: bool, region_min: [x,y,z], region_max: [x,y,z], label: string, num_loaded_actors: int, note: string }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| max | No | [x,y,z] maximum corner of the region box in world units. | |
| min | No | [x,y,z] minimum corner of the region box in world units. | |
| label | No | Optional label for the loader adapter (default "MCP Load Region"). |