Coverting Map To World Partition 0% - Help?

Hi everyone, I’d like to preface my question by saying I’m definitely a noob, and my own mistakes have likely led to this problem. Im at an impasse between solving the issues Ive created, and deleting my world and beginning again. I’d greatly prefer the former, as I have spent close to 2 years on my world.

I constructed a very large world within one level, consisting of nearly 40,000 actors, of which over 100 are landscapes of varying sizes, materials etc.
I fully designed and decorated the world by hand, placing many of the static mesh landscape elements manually and with no procedural generation aside from some of the landscape materials.

This project began in UE4.27 and I stuck with it despite UE5’s release because, even at that time, I felt it was too much to switch.

Now I have realized my only shot at keeping my world is to switch to UE5 for world partition, as world composition (which I only learned the importance of recently) isn’t retroactive for landscapes made before enabling it.

I successfully moved my world over to UE5.23 and I hit Convert to World Partition, and for about 8 hours now, Ive been stuck with the loading bar at 0% for “Converting Map To World Partition”.
I can see that my CPU is nearly maxed, as well as my memory, so somethings going on in the background, and furthermore when I hover my mouse over “Cancel”, i can see it highlight, so I know Unreal isnt frozen.

I guess my question is: am I screwed? Should I wait? Does anyone have experience with this? Id appreciate any help. The younger me really screwed over the current me. I should’ve listened to more members of the community when they said the documentation is much more important than tutorials!!!

I have a similar problem… But the only thing in my world is a large landscape. The engine isn’t utilizing many resources, so I’m not sure what the problem is

I have the same issue, but something you could do is to pack your actors into various packed level instances so you could at least move them to a NEW level with world partition by hand if nothing else. That way you won’t need to place them all back down by hand, just position the packed level instances correctly.

Did you find any solution? I have same problem.

I mean, you have a fairly large landscape. And it has to calculate all of this. So, depending on how large your landscapes are in sizes it could take a couple of hours. More realistically with how big your project is, I’d imagine it could take up to a day potentially.

Same problem here in 5.6… I’ve created a basic scene with just the Default Unreal Actors in it. The conversion is stuck at 0%.

It may look like it’s stuck, but it will complete the task eventually.
In my case, I had an 8x8 landscape with default settings, and it took about 5 to 10 minutes to finish.
I’m using 5.6.0.

Weird. For me it just won’t work.
I’ve waited about 15-20 minutes to convert a custom and simple scene to World Partition.
But after 15-20 minutes unreal prompted me with an error message regarding the conversion.

At the bottom of the World Partition log file I got this error:

....

[2025.08.11-00.26.46:461][  0]LogSavePackage: Warning: 
Referencers of MeshPaintVirtualTexture /Game/Scene_WP.MeshPaintVirtualTexture_83:
[2025.08.11-00.26.46:512][  0]LogSavePackage: Warning: 	StaticMeshComponent /Game/Scene_WP.Scene_WP:PersistentLevel.StaticMeshActor_2.StaticMeshComponent0 (1 refs)
[2025.08.11-00.26.46:512][  0]LogSavePackage: Warning: 		0) ObjectProperty /Script/Engine.StaticMeshComponent:MeshPaintTexture
[2025.08.11-00.26.46:512][  0]LogWindows: Error: appError called: Can't save 'E:/Game Development/UE5_projects/CastleVis/Content/__ExternalActors__/Scene_WP/C/HW/NEY652OB8VO2Y8J8ZQZM3C.uasset': Illegal reference to private object: 'MeshPaintVirtualTexture /Game/Scene_WP.MeshPaintVirtualTexture_83' referenced by 'StaticMeshComponent0' (at '/Game/Scene_WP.Scene_WP:PersistentLevel.StaticMeshActor_2') in its 'MeshPaintTexture' property.
[2025.08.11-00.26.46:514][  0]LogWindows: Error: Windows GetLastError: Handle invalid (6)
[2025.08.11-00.26.47:545][  0]LogWindows: Error: === Critical error: ===
[2025.08.11-00.26.47:545][  0]LogWindows: Error: 
[2025.08.11-00.26.47:545][  0]LogWindows: Error: Can't save 'E:/TestProject/Content/__ExternalActors__/Scene_WP/C/HW/NEY652OB8VO2Y8J8ZQZM3C.uasset': Illegal reference to private object: 'MeshPaintVirtualTexture /Game/Scene_WP.MeshPaintVirtualTexture_83' referenced by 'StaticMeshComponent0' (at '/Game/Scene_WP.Scene_WP:PersistentLevel.StaticMeshActor_2') in its 'MeshPaintTexture' property.
[2025.08.11-00.26.47:545][  0]LogWindows: Error: 
[2025.08.11-00.26.47:545][  0]LogWindows: Error: [Callstack] 0x00007fff787f7f9a KERNELBASE.dll!UnknownFunction []
[2025.08.11-00.26.47:545][  0]LogWindows: Error: [Callstack] 0x00007ffeab0c9d92 UnrealEditor-Core.dll!UnknownFunction []
[2025.08.11-00.26.47:546][  0]LogWindows: Error: [Callstack] 0x00007ffeab0cd39b UnrealEditor-Core.dll!UnknownFunction []
[2025.08.11-00.26.47:546][  0]LogWindows: Error: [Callstack] 0x00007ffeaaebda4b UnrealEditor-Core.dll!UnknownFunction []
[2025.08.11-00.26.47:546][  0]LogWindows: Error: [Callstack] 0x00007ffec333d1de UnrealEditor-CoreUObject.dll!UnknownFunction []
[2025.08.11-00.26.47:546][  0]LogWindows: Error: [Callstack] 0x00007ffec333ee57 UnrealEditor-CoreUObject.dll!UnknownFunction []
[2025.08.11-00.26.47:546][  0]LogWindows: Error: [Callstack] 0x00007ffec332b07e UnrealEditor-CoreUObject.dll!UnknownFunction []
[2025.08.11-00.26.47:546][  0]LogWindows: Error: [Callstack] 0x00007ffec3313cc4 UnrealEditor-CoreUObject.dll!UnknownFunction []
[2025.08.11-00.26.47:546][  0]LogWindows: Error: [Callstack] 0x00007ffec332a563 UnrealEditor-CoreUObject.dll!UnknownFunction []
[2025.08.11-00.26.47:546][  0]LogWindows: Error: [Callstack] 0x00007ffec332a7a1 UnrealEditor-CoreUObject.dll!UnknownFunction []
[2025.08.11-00.26.47:546][  0]LogWindows: Error: [Callstack] 0x00007ffec332bbd6 UnrealEditor-CoreUObject.dll!UnknownFunction []
[2025.08.11-00.26.47:546][  0]LogWindows: Error: [Callstack] 0x00007ffe3a8f729a UnrealEditor-UnrealEd.dll!UnknownFunction []
[2025.08.11-00.26.47:546][  0]LogWindows: Error: [Callstack] 0x00007ff6cff58fa0 UnrealEditor.exe!UnknownFunction []
[2025.08.11-00.26.47:546][  0]LogWindows: Error: [Callstack] 0x00007ff6cff4e39c UnrealEditor.exe!UnknownFunction []
[2025.08.11-00.26.47:547][  0]LogWindows: Error: [Callstack] 0x00007ff6cff4e6ba UnrealEditor.exe!UnknownFunction []
[2025.08.11-00.26.47:547][  0]LogWindows: Error: [Callstack] 0x00007ff6cff5209e UnrealEditor.exe!UnknownFunction []
[2025.08.11-00.26.47:547][  0]LogWindows: Error: [Callstack] 0x00007ff6cff64e44 UnrealEditor.exe!UnknownFunction []
[2025.08.11-00.26.47:547][  0]LogWindows: Error: [Callstack] 0x00007ff6cff680fa UnrealEditor.exe!UnknownFunction []
[2025.08.11-00.26.47:547][  0]LogWindows: Error: [Callstack] 0x00007fff7a30e8d7 KERNEL32.DLL!UnknownFunction []
[2025.08.11-00.26.47:547][  0]LogWindows: Error: 
[2025.08.11-00.26.47:551][  0]LogExit: Executing StaticShutdownAfterError
[2025.08.11-00.26.47:555][  0]LogWindows: FPlatformMisc::RequestExit(1, LaunchWindowsStartup.ExceptionHandler)
[2025.08.11-00.26.47:555][  0]LogWindows: FPlatformMisc::RequestExitWithStatus(1, 3, LaunchWindowsStartup.ExceptionHandler)
[2025.08.11-00.26.47:555][  0]LogCore: Engine exit requested (reason: Win RequestExit)

Anyone found a solution to this? My pc is not that high end but its still capable of loading a lot in a short time. Its been 3 hours and still 0% i’m starting to get worried.

I didnt think of making a backup because it was only 16x16.

I have the same issue, Unreal 5.6 running a default empty project, can’t convert and stuck on that for 12 hours. I really let it do its thing but it wont do it. It’s definitely a bug!!