It’s not just for landscape, they need to call it Build Environment, it also spits out errors and stuff with props and devices, even if there is no landscape terrain.
I would assume that is the absolute bounds limit,
8796093022208 is a neat number, divided by 512 then the answer divided by 512 a few times comes out to 128. It fits neatly into memory.
Being a volume the value is halved for location, so the X bounds values are +/- 4,398,046,511,104
which divided by 512 a few times comes out to 64
Check-in Changes and make a Snapshot just incase then either delete or manually change your Level Bounds Scale in the Outliner, first try the reset to default arrow to the right of the X,Y,Z values, if its there, just to see if it goes back to a normal value.
My current project has level bounds 8160000, 8160000, 160000… I think I either changed them ages ago to look neat or they are related to my ocean size which is 160000x160000.
160000 x 51 = 8160000
I don’t think the actual level bounds values would be a huge performance hit, mostly just empty void, but whatever is causing it to be this big may possibly be more of a worry.
Something, a possibly example could be an AI nav mesh with a bit that throws an infinite glitch ???
If you double click on the level bounds in the outliner it should make your PC groan a bit and zoom you out to look at the actor, maybe there is something else here other than your level bounds box.
Mine shows the level bounds box, the square plane of the ocean and a tiny dot in the middle where the island is.
Double click on anything else to zoom back in.
For me issue was caused by some FN devices and even after deleting them, LevelBounds remained huge/broken.
Anyway I just found an easy fix if you have broken/don’t have level bounds:
Delete LevelBounds
Restart UEFN
Copy-Paste new LevelBounds into the level:
Begin Map
Begin Level
Begin Actor Class=/Script/Engine.LevelBounds Name= Archetype=“/Script/Engine.LevelBounds’/Script/Engine.Default__LevelBounds’” ActorFolderPath=“None” ExportPath=“/Script/Engine.LevelBounds’'”
Begin Object Class=/Script/Engine.BoxComponent Name=“BoxComponent” Archetype=“/Script/Engine.BoxComponent’/Script/Engine.Default__LevelBounds:BoxComponent’” ExportPath=“/Script/Engine.BoxComponent’'”
End Object
Begin Object Name=“BoxComponent0” ExportPath=“/Script/Engine.BoxComponent’'”
AreaClass=“/Script/CoreUObject.Class’/Script/FortniteAI.FortMetaNavArea_Obstacles’”
bUseSystemDefaultObstacleAreaClass=False
AreaClassOverride=“/Script/CoreUObject.Class’/Script/FortniteAI.FortMetaNavArea_Obstacles’”
BodyInstance=(MaxAngularVelocity=3599.999756)
RelativeLocation=(X=0.000000,Y=0.000000,Z=0.000000)
RelativeScale3D=(X=0.000000,Y=0.000000,Z=0.000000)
End Object
BoxComponent=“BoxComponent0”
RootComponent=“BoxComponent0”
ActorLabel=“LevelBounds”
End Actor
End Level
Begin Surface
End Surface
End Map
LevelBounds should work now.
I also noticed that I don’t have them on my last map, but from what I read they aren’t really necessary/useful for small levels that have everything loaded.
It might only require a double click on the level thumbnail to reload the map instead of a restart, which works for deleting devices that were bound to others without getting a warning… but maybe not