Hi,
We are using Unreal Engine 5.6.1 with:
- WorldPartitionRuntimeHashSet,
- RuntimePartitionLHGrid,
- RuntimePartitionCellBoundsMethod = UseMinContentCellBounds.
[Situation]
We expected that only the DataChunkActors overlapping with the Streaming Source loading range to be loaded.
However, NavMeshTiles that located far above or below the Landscape (e.g., in the sky or underground ) cause the Navigation tiles to be loaded across a much larger area than the Streaming Source range.
[Suspected Cause]
It seems that Z size of ChunkActorBounds is used as Z size for TileBounds.
- Makes CellBounds much taller than GridSize,
- ChunkActors is assigned to larger GridLevel cells with the same CellCoord,
- As a result, 2–4× larger loading ranges than our intended Streaming Source range.
This leads to unnecessary loading of NavigationDataChunkActors and NavMesh tiles.
[Desired]
In UWorldPartitionNavigationDataBuilder::GenerateNavigationData, we want to adjust the logic so that:
- All ActorBounds within the same XY region use a uniform GridSize,
- spawn Max(Ceil((TilesBounds.Max.Z - TilesBounds.Min.Z) / GridSize), 1) NavigationDataChunkActors.
This would maintain consistent XY partition sizes while controlling Z subdivision.
[Questions]
1. Would this approach be considered reasonable or recommended?
2.Are there any plans to support uniform XY GridSize with multi Z-cell handling in future engine releases?
Thank you in advance.