I am wondering if anyone has found a fix for non-source builds in Unreal Engine 5.4.4 to be able to use a landscape Brush Manager with world partition. As it stands, Using the Brush manager for landscapes still causes the entire world to be loaded at once. I want to build the basics of the world through non-destructive methods but as soon as I add the Brush Manager to my level, any subsequent loads of the map have the entire map loaded into memory. I have tried to make custom blueprints to replace the brushes and the manager but nothing is seeming to work for me. Anyone have advice on this topic?
Hello DetHlyOmen, let me help you with this. When using the Landscape Brush Manager with World Partition, it creates persistent dependencies on the landscape, which prevents World Partition from properly unloading cells. As a result, the entire world is loaded into memory, even on non-source builds.
I recommend either removing the Brush Manager or disabling the “Affect Heightmap” option in its settings. While this solution isn’t perfect, it allows World Partition to manage memory correctly.
Currently, there is no straightforward fix for non-source builds. While custom brush systems may help, they require more complex setup.
I recommend that you read this topic.
World Partition Doc: