Landscapes and world partition

previously i was using world composition with a landscape for each sublevel…placed them next to each other and streamed them in and out based on distance.
do i get it right assuming i now only need one level that contains all the landscapes next to each other and the world partition system determines what to load?
i made a little test level and i had the issue that i could not load a cell since the right click menu in the world partition editor was greyed out. it would be interesting to know if ue5 would then load the whole landscape from that cell or only components. did someone manage to make this work?

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ok found the issue…we have to select a cell by drag a selection box over them then right click load cell works :slight_smile: clicking a cell does not select it

Took me a minute to figure that one out too. Hopefully it’s a bug or NYI, as not being able to just click the grid is awkward.

On that note, the preview grid is also a bit odd. In the viewport, it looks like the center of a cell is at 0,0, while the world partition tab shows the corners there. My first reaction was to try shifting the landscape origin to line it up with preview grid, but this ended up with proxies spanning more than one cell. Oops.

ya its not specially useful to line up landscapes to the grid since they load components anyway and not the whole landscape. the default world partition cell is 51200 sized while i prefer to keep my landscapes perfectly 1 squarekilometer (100000). the docu has an example how to change the cell size for the partition but i guess its actually not very important to have it aligned

Yea, I suppose the cost of any “extra” components loaded by proxies straddling a nearby boundry would be offset by those swapped to LOD in the distance.

That said, the offset of the preview grid could be weird for other situations down the line. EG, buildings made of modular parts that appear to be in the center of a cell get split into 4 different HLODs. Or pawns placed there may wander off instead of fighting each other or whatever before the player gets close enough to load the other cells.