I’ve started on a quest to tests the limits of uefn for big worlds and I was really surprised how well this works even with the current limitation. There were a lot of challenges and optimization made, even a secret unreal technique HISMs and I managed to make a huge map, around 10x BR size, with lots of trees on it, no hlods, no spatialization, everything loaded in and visible from anywhere.
Here is what I’ve learned from this:
- HLODS should be used carefully, they can still take up lots of space and memory
- Landscapes don’t benefit much from HLODS since they can adjust automatically
- Foliage tool for some reason creates lots of actors which is bad for performance/memory
- The unreal secret sauce for things like trees are HISMs, they perform way better than ISMs in this case
This map was mostly a test for the World of Trucks map that I’ve being working when I find time, so right now is doesn’t have much, but I’m planning to start making cities and stuff. If you want to play it you can find it here fortnite.com/@redcubex/4472-6632-4931



