Minimap build takes excessive resources and time to generate

The setting to generate a minimap in UEFN is excessively resource heavy and time consuming. Can’t it be done through live edit like memory calculation instead? Generating a minimap used to happen every few seconds in creative, so I feel this process is not as optimized as it can be, would love it to be faster because if you are arranging content based on the minimap, you need to run it multiple times and each one takes 2 mins and 100% CPU

uPsRglBquB

Map was pretty empty, yet it took 2 mins to render the minimap:

Might be helpful: Yes, it does take a lot of time, but I have mostly RAM consumption.

10850k + 64 gb 4000 mhz

1 Like

had the same issue
minimap was taking forever to genarate (well over 12hrs) 16km*16km world partition map

then i found this :-

in UE5.3 add volumes (near end of list) is worldpartitionminimapvolume

add it and set the size and position of it to fit your landscape aria

run the build minimap and presto map done in under 10 mins

Interesting find, maybe the algorithm should do that though, feels like an oversight

Hello. Can you explain to me better how you did it? since I have the same problem. I work at UEFN

There is also a device you can use called minimap controller iirc now

Yes I know, the problem is that both the compilation of the minimap and the compilation of the HLOD fail. And I thought that maybe I could solve those two errors.