Hello everyone,
we are looking to convert an older map of ours that we’ve been working on since 2016. This is a map of Europe on 1:10 scale. This means there are large areas of the map with just fields and trees, but at the same time there are other areas with dense city buildings and decoration.
Additionally each country is split into its own DLC. The map currently consists of ~1.8 million actors.
From what I’ve found there are currently 2 ways to handle DLC in Worldpartition. Either through External Datalayer or through Sub Worldpartitions. Though we don’t have much experience with either one.
Considering the outliner performance in our other project with “just” 400k actors we are tending towards using Sub Worldpartions for every DLC.
Do Sub Worldpartitions actually generate in a separate folder for easy DLC splitting?
What does the level instance editor workflow look like if the level instances get very large?
If artist work on the level instance directly they would need something like an editor only sky/lighting setup?
We are also considering using a different grid size for cities. This seems to also allow for different HLOD setups.
Are there existing workflows in the engine to make areas of the map use a different runtime Partition?
Editor Contexts seem to only support Level Instances, Actor Folders and Datalayers.
Or alternatively, would it make sense to make use of Sub Sub Worldpartitions to have each city in its own level with its own settings? This would result in hundreds of unique level instances, though they are generally far enough apart that they are never loaded together.
Thank you for any help.
Best Regards,
Max
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