# Landscape Level Streaming Hitching

**URL:** <https://forums.unrealengine.com/t/landscape-level-streaming-hitching/457910>\
**Category:** World Creation\
**Tags:** Level-Streaming, tiled-landscapes, unreal-engine, question, World-Composition\
**Created:** [November 2, 2019, 1:55am UTC](https://forums.unrealengine.com/t/landscape-level-streaming-hitching/457910 "2019-11-02T01:55:24Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![Gampersnaz](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Gampersnaz](https://forums.unrealengine.com/u/Gampersnaz)\
**Post date:** [November 2, 2019, 1:55am UTC](https://forums.unrealengine.com/t/landscape-level-streaming-hitching/457910/1 "2019-11-02T01:55:24Z")

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Hi there, I am using World Machine to make a tiled landscape to use with world composition. It will be an 8kmx8km total size. I have tried a single 8k heightmap, and also 2017x2017 and 1009x1009 tiles. The issue I have is no matter what I set up in project settings for level streaming, I get massive hitching in PIE when loading and unloading landscape tiles during gameplay. I want to avoid using a single 8k landscape due to the number of draw calls. What have others done in order to mitigate this? I don’t really want to use tiny tiles, as that would mean hundreds of sub levels just for landscape. I would like to think there is a better way to manage async loading and unloading without it freezing the game for a moment every time a sublevel streams in and out. Any pointers on what to look for or modify would be amazing.
