Loading regions using the World Partition tab in a large world is insane. You end up basically loading the entire map if you are not super careful. You always load more than you want because it grabs anything that has bounds that are touching your selection.
I’ve looked at the code, this wasn’t an accident or just a “disabled feature” someone actually went out of their way to completely change it and thought it was a great idea.
Edit: Clarifying edit. The issue is that I want 5.0 cell loading back where the selection loaded was based on the ORIGIN of the objects in the selection. Currently it loads ANY object who’s bounds overlaps your selection. Every volume, tile etc
Presumably you do need things that are “barely touching” if you’re actually working at the very edge of your selection area.
Not saying this is the best workflow, just saying that there are reasons a reasonable person may choose that implementation.
Still, its also a valid point that we need to arbitrarily load just what we want.
I mean, you are bound for a memory crash should the system attempt to load every 8km tile around the 8km tile you selected just because the tiles are near it.
It may not be the case for landscape tiles in the old system, but try it with replacment 8km^2 meshes in the new one and that is precisely where you end up…