Is it necessary to pin the entire landscape (in world partition) to build the Nanite data?

For example, if I have another non-unpinnable (because of the Water) landscape which takes very much memory and each extra cell can lead to crash? If, for example, the first mentioned landscape will expand, I will need to have two 8x8 km landscapes pinned, to build the Nanite data (which itself takes much memory)? Or is there a sideway?

Bump. The topic is actual.

Double bump.

HI @Etyuhibosecyu ,
I don’t know much about the topic, but from what I’ve researched, you don’t need to pin the entire Landscape to build Nanite data. You can limit yourself to whatever is loaded and use Build → “Build Nanite Only” to generate the Nanite representation for those components, then repeat the process in strips to avoid memory spikes.

I think it would be something like this:
First, put the Water actors in a Data Layer and keep that layer unloaded while you build.

Then, in the World Partition window, load only the region you need and run Build → Build Nanite Only.

When it finishes, save, unload that region, move to the next strip, and repeat. This way you avoid having two 8×8 km Landscapes pinned at the same time.

Documents you might find useful:

Using Nanite with Landscapes” (enable and Build Nanite Only):

World Partition (loading by regions, Location Volumes) plus the Builder Commandlets for large worlds:

Data Layers for loading/unloading content in the editor:

Hope it helps!!