Very excited! But I have one question about materials: Are the current landscape materials compatible with the new mesh system
Very excited! But I have one question about materials: Are the current landscape materials compatible with the new mesh system
Why would they not be? it’s a mesh like any other mesh with vertex-normals, etc, etc..
Yes and no. Depends if you are reading landscape layers or using other landscape nodes in your material. If you look at the Material section in the KnowledgeBase post, there is information about how to use the MeshPartitionResource with MeshPartitionChannelSample node to use weight channels in your material. That would be the MeshTerrain equivalent of LandscapeLayers but more versatile.
Hey Etienne, this feature is a real gamechanger! Is it possible to make an early test for this feature? Is it available in a publicly accessible branch like “dev-editor” or so?
its in the main branch, Im using it right now, ue5-main
Hi! Thank you for this. Ive been testing this for the past day on the main branch, I have one thing that I cant figure out, I would love it if you could help me.
I succesfully made a rectangle terrain and sculpted it, but it doesnt seem like world partitioning is working on the terrain (I made sure that im in a world partition level). When I go to the world partition editor, I dont see any partitions. Also, I tried adding a transformer WPActor Properties Transformer to the WPD, but that didnt seem to work either.
Also, it seems to be treating the sculptable sections as partition regions somehow? As you can see in the image (i selected the top part of the lanscape which displays only the 6 sections in my selection). And in the image you can also see that there are no visible partitions in the partition editor (like they would normally be shown with the normal landscapes). Also when I test runtime gameplay, wp.Runtime.ToggleDrawRuntimeHash2D doesnt show any partitions either.
This is my WPActor Transformer:
And heres the MainPartition which the transformer is referencing:
Im not too familiar with world partitioning, so there might just be something simple that im missing.
Your setup looks fine from the screenshot. We see the individual base sections in WorldPartition.
In your MPD, how is your Platforms section configured?
Do you have your WPActor added there in Default?
You can also make sure you have CompiledSections generated under your MeshPartition actor. In the outliner filters you can turn on the “Show built mesh partition sections” flag.
Compiled sections will show up and gray/unloaded in the outliner.

If you dont have any go to the Build menu and do Build Mesh Partition.


Also if you are using the Default MPD (MeshPartitionDefinition)
There is already a WPActor Properties Transformer in the TP_DefaultCommonGameplayData.
Is there any plans to make the mesh partition material data work with material layers / blend layers?






