Map's limit

We are trying to create a track for cars with a very large surface (the total track should be about 200km).
In the initial part of the map there are no problems, but if you exit the basic grid (img) the car disappears and the game crashes.!
Is there a way to expand the usable surface without having to create several levels?

At the moment we have tried to split the map into several levels by having the new map load when you arrive at certain checkpoints.
In this case, however, the loading of the next level takes about 10-20 seconds and then the machine restarts from a standstill, thus reducing the immersion level.
Is there a way to create a dynamic loading between the two levels that simulates the progress of the machine? Is it also possible to “migrate” the movement and speed into the actor present in the second level?

Short / quick version? You need to do more research before trying to build something on this scale in Unreal (at this time anyway). Quick fixes for now: World Settings → bump up kill-z and untick enable world bounds check.

Afterwards research storing game states in game instance if using level-streaming… Or start researching origin-rebasing if using a single level. Overall there’s probably going to be lag with both options (from whatever is offered out of the box as you’ve seen already).

So best strategy? Probably wait for UE5 to be converted to doubles, and hope Chaos is more stable by then. Meantime just create prototypes that can be converted. Good luck!

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Or scale everything down by an order of magnitude - now you have a much larger sandbox… ;p Does not need to be 10x times, ofc.

May not work for hyper-realistic visuals but could work in some scenarios. If you’re going low poly and scale everything down to half the size, no one will ever notice…

In all the games you’ve ever played, with no point of reference, how can you tell the size of things? Smoke & mirrors.


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^This ^

But be aware that may come with some big implications catches / gotchas as well…
If the track is going to be used for a physics racer it may screw up all the physics! :wink:

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Thank you very much for the help :smiling_face_with_three_hearts:, i’ll probably chech the guide you attached and resize the world.
Regarding this, do you by any chance know if there is a way that allows you to scale down everything together, even if the various objects already have their own scale? :disappointed_relieved:

Keep an eye on threads this one too maybe. :wink:

I would surmise that the problem is the map was scaled. Which also deteriorates performance and may not be needed.

Always use instanced static meshes whenever possible.
This engine is horrible at rendering as of the past 2 releases.
We are talking 1000 pysics simulating cubes being a halting drag with only one directional light.

That means that foliage around the map will eat performance like there’s no tomorrow too. If casting shadows.

Overall, you can make infinite levels just fine with the automated world composition system.
Origin rebasing just works. You can load levels in manually as you progress.
Change level positioning at runtime too with some work.

However, working hands on on a 200km x 200km map is demanding on all sides, particularly hardware.

I would suggest starting off with the largest landscape component size. 8km^2 per tile…
There’s 2 versions that allow for that. They perform differently so you should run a test with both versions to baseline your fps/ms counts.

Manually load in 4 levels, sit at a point where you visually see all of them after FreezeRendering and you’ll know if you can actually afford to use unreal for your target system/resolution.