Is there a way to identify runtime cell content/location from _Generated_ guids

Hello,

We have a large world using World Partition streaming with multiple runtime grids, and when tracing/auditing we are running into difficulty tracking down content based on the GUIDs shown in traces and memory reports e.g “/Game/Maps/L_MapName/_Generated_/3GDI4TITQC7S59EJHZ3ACSA32”.

I also noticed when using the STAT levels command in a package that these types (“3GDI4TITQC7S59EJHZ3ACSA32”) of generated strings appear briefly before seeming to swap to the readable cell names of the format “L_MapName_MainGrid_L0_X9_Y-8”. The latter is much more clear to us in terms of identifying content and locations.

We often see the same GUIDs across multiple builds.

  • Am I correct in assuming these GUIDs and the grid cell readable names are representing the same object? If so,
  • Are these GUIDs deterministic?
  • Where/what generates them?
  • and, most importantly, is there a way for us to translate the GUID to its human readable name as seen in STAT levels so we can find those locations in the editor?

Kind regards,

-Amiko :slight_smile:

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Hi,

The mapping between the generated names and the cell name can be found in the streaming generation log (Saved\Logs\WorldPartition). If you are working from a build you can use the " wp.editor.GenerateStreamingDescriptor <filename>" console command in the editor to dump the per cell information. The mapping should be constant as long as the grid parameters do not change.

Regards,

Martin

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Hello Martin,

Thank you for the reply. Both the streaming generation log and streaming descriptors are exactly the type of information I was looking for.

Thanks again.

Kind regards,

-Amiko

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