set_data_layer_initial_runtime_state
Sets a runtime data layer instance's initial state (Unloaded, Loaded, or Activated) in the current World Partition map, creating it if missing so streaming uses the authored state.
Instructions
Authors the initial runtime state ("Unloaded"|"Loaded"|"Activated") of a runtime data layer's instance in the current World Partition map, creating the instance from the asset if missing. Headless authoring (no PIE); the state takes effect when the level streams in. Requires a World Partition map (honest error otherwise).
Returns: { data_layer_asset_path: string, initial_runtime_state: string, is_runtime: bool, already_existed: bool, state_set: bool, saved: bool }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| data_layer_asset_path | Yes | Full /Game path to the (runtime) data layer asset. | |
| initial_runtime_state | Yes | "Unloaded", "Loaded" or "Activated". | |
| create_instance_if_missing | No | Create the data layer instance from the asset if none exists yet (optional, default true). |