We are seeing an issue where a large static mesh is not streaming in until practically the player is on top of the mesh which you can see in the attached video. I know the content is not ideal, and the issue can be resolved by splitting the mesh up to smaller chunks, but it was my understanding that the actor bounds would be used to determine the grid level and being so big, I would expect this mesh to be streamed in more often than not.
WorldPartitionRuntimeHashSet
6400 Cell Size
7000 Loading Range
Steps to Reproduce
Place a large mesh larger than the world grid size
Set WP cell size 6400
Loading Range 7000
Hi,
Apologies for the delay, would you be able to provide a small example project like the one in the video?
I tried reproducing the issue on my end, but I am having no luck as it seems to load in the giant mesh at the correct distance with the loading range and cell size specified.
For reference, I used a scaled static mesh cube 20000, 33.25, 1.0 and placed it in the open world template at -600.0, 1007621.0, 50.0.
Walking a bit to the left has it spawn in with a fair bit of distance away from it as shown in the pictures.
[Image Removed][Image Removed]
Regards
Hi John,
I have attached a sample project. In the project, if you run towards the cube on the floor, that’s about where the big mesh starts streaming in. I would expect it to just be visible from where the player start is.
Hi John, if you are able to find the specific fix, that would be much appreciated. We will experiment with adjusting loading range as well.
Thank you for the sample project.
I did a bit of testing and this looks like it has been fixed on ue5-main as the canal loads as intended.
I can attempt to look around for the specific fix if you’d like.
That being said, testing it out on 5.5.4 I found a couple workarounds:
1.) Increasing loading range to something like 8000+ has it stream in
2.) Place a streaming volume around the mesh to force it to load early
3.) Moving the actors closer to the origin, I noticed with it being so far out it could be miscalculating something
Rearranging the objects to be around the origin had it work as intended; for reference the new vectors were:
Cube: 1169.325697 674.44672 -302.000512
Canal: 5413.993218 -21.73352 -94.000512
Player start and floor: 0 0 0
Please let me know what you think!
Regards
Hi,
Apologies for the delay.
I attempted to figure out what change could have fixed this issue, but unfortunately I was unable to find a specific fix. Interestingly enough while looking at things, I checked out a commit that was 2 commits after the 5.5.4 release where it would be listed as 5.6, and it streams in the large static mesh fine even though those commits didn’t make any changes to any type of thing related to actor bounds, static meshes, or streaming in world partition.
Regardless, I created a bug report for this issue just in case and that can be tracked here if/when it’s approved for public visibility: Unreal Engine Issues and Bug Tracker (UE\-278445\).
There is no ETA as priorities for bugs and features can shift at any time.
Regards