Inside Unreal: New World Building Features

I missed this when it was streaming, but still have one question:

Are the partition cells supposed to be aligned by their centers instead of their corners, or is that a bug/just not finished?

When creating/importing a landscape at 0,0, one currently ends up with a funky looking grid like this:

Cell size is a bit big for readability, but in the screen, one proxy is selected, which in turn is the size of 4 cells. Next landscape components are indicated by the checkerboard macro texture. And, finally, the light actors and such are all at 0,0.

As you can see, this means some cells are touching 4 proxies, while others touch 2, and components are all over the place.

I’m not sure if this really affects performance, but it seems quite counterintuitive, and leaves me with concerns there could be issues with conflict and HLOD fighting.

If, however, one shifts the landscape origin by half a component to line up with the grid, the result is much tidier:

Again, the cells are probably too big for most use cases. But even halved so there were 4 cells per component, they would still only encompass one comp or proxy at a time.