Memory Usage/Landscape

I am trying to make myself a battleroyale sized island, and it is going great so far, but the current issue is that the terrain I made is taking up a lot of the memory, with the lowest points being like 50,000. With the base memory so high its a little hard to build POI’s, and I was just wondering if there was a way to decrease the memory taken up by the landscape?

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Have you got World Partition enabled ?

I’m not too sure, but I would say making many seperate landscapes instead of one big landscape may save memory if they can be spatialy loaded.

Yes I do have World Partition enabled, and this is a picture of the island, not sure how I can split it into many separate ones.

That size landscape should be fine, ignore my suggestion, I was assuming a much larger area for 50k.

If your POI’s aren’t clustered in the same cell, it should be fine, later on you can adjust cell size and loading range to suit and also build HLODs.

Something is causing a big memory hit though, but I don’t think it would be the landscape.
What are those tall boxes ? they look like waterzone bounding boxes.

OH im very new to this and assumed those were normal, when I click on them they are labeled as “LandscapeRegion_0_0 (instance)” all the way to “LandscapeRegion_4_4 (instance)”. The large one around the whole thing is a water zone though. And if its not the landscape I have no idea what it might be, as the baseline was around 40-50k before building anything. Its around 75k by the poi which makes sense though.

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(small screenshot of the landscape region things)

Oh I have been using lanscape tools for months now, but I have not come across LandscapeRegions, my landscapes have been spat out only as LandscapeStreamingProxy’s.
Do you know anything about LandscapeRegions or how you got them, I’m interested to know what they are and what they do differently.
Do you also have LandscapeStreamingProxy’s ?

The waterzone defines the playable area of water interaction, inside it is for gameplay, outside it is for distance visuals.

I dont really know anything about these LandscapeRegions, but im pretty sure they are there because I used heightmaps to import a landscape into my map then edited it from there. This is the tutorial I followed: https://www.youtube.com/watch?v=g3i9Ec7rB6Y. As for LandscapeStreamingProxy’s yes they are there, they seem to be the tiny grids that line my map.
image
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Is that normal?

Ah OK, thanks for the info, I haven’t used heightmaps before.

Yeah that is normal, but their small size makes a lot of Landscape components, which would be chewing up the memory.

You could easily get away with tiles twice the dimensions, which would give you a quarter the amount of components and maybe a lot more memory to play with.

If you haven’t spent too much time on the landscape and generating the landscape from heightmap is relatively quick and easy, maybe redo with less Total Components.

Alright thanks for the info, sadly I did spend a while on the landscape, and Im asuming there isnt a way to fix it now?

Its not so bad, there are options.

You can leave it and see how it all goes, everything could get more efficient with coming updates

Adjusting your cell size and loading range in World Settings and building HLODs for distant stuff will give you more memory
The landscape components also have Is Spatially Loaded setting which works with the loading range.

Or you can copy or save your Landscape to put it on a lower resolution landscape. Either by exporting your heightmap and layers or by using the copy gizmo.

Ill test it as soon as I can, ill let you know if that works, and even if it doesnt thanks for the help.

I just tried it. I divided the cell size and loading range by 4 to about 3200 and 6400. This kinda helped, it brought down the memory by about 2k in all parts, not sure if I should lower it more. Couldnt find anything on the building HLODs, and couldnt figure out any of this “Or you can copy or save your Landscape to put it on a lower resolution landscape. Either by exporting your heightmap and layers or by using the copy gizmo.”

The Preview Grids setting will help determine the cell size and loading range.
I set the range by going to eye level on various points and setting it so whatever is needed to be seen is within the loading range.

The Is Spatially Loaded setting of objects determines what is loaded and unloaded.

Each Object has Include Actor in HLOD, so little stuff should be unchecked and anything that should be seen from a distance should be checked.

The HLOD building is accessed through the Build Menu, it simplifies details for objects when they become distant.

The landscape stuff can be accessed through the Landscape Mode, the import/export via the Manage tab and the Copy via the Sculpt tab, but don’t worry about it at this stage, unless you want to, if you need more memory you can try later when your more familiar/confident with the tools.

I’m also wondering if you could delete the LandscapeRegions without problem ?? but don’t try it .

Alright ill mess around with it a little, thanks

I do have a question though, is this normal?

I know 35 MB isnt that much, but it might be for a creative map

The one I’m working on at the moment is 11MB but in testing is hitting the mid 90Ks in a few cells.
Another one with 4 seperate areas/landscapes is 13MB, but I’ve hit the 100k and moving everything apart.
Your doing well to get 75k with 35MB compared to me, but I don’t think its too much, we do have a limit of 400MB. The important thing is the cell memory ingame.

gotcha

everyone like me got a big problem with the memory usage? well i got into 170k memory usage and i dont know how to get it down i dont really want to remove some things in my map, it happend after the new season update, 27.0 i guess… i cant even start game, fortnite creative btw not UEFN. can someone help me?