Simple Question: Does World Partition Work with a Single Mesh?

So I am making a cool Minecraft world, and I exported a world as an fbx, imported it, all fine. However, it is over 1km square! Will World Partition work with that single mesh? And if not, is there a way to somehow adaptive subdivide the world mesh so it can use less gpu/cpu?

Your question makes little sense.
1 mesh is one object / one actor. Also one draw call.

This could either mean great performance if you place it in persistent and dont hit a tris limit for the end device/specs you are publishing for.

Or an unviable end result if you exceed your tris on screen allotment…

This mesh is MASSIVE, approx. 1km x 1km in width. It has over 150 textures on it. Definitely pushing the tris limit! :sweat_smile: Is there any way to kinda divide it up into separate meshes inside Unreal Engine?

No. A mesh is a mesh. You have to work the model itself to split it into something which can be used…

How do I do this inside Unreal?

What does that mean?

You don’t do that in unreal. Unreal is not a modeling program. You have to remap textures ans UVs on top of cutting up the mesh.

And as far as something which can be used, well, that depends on a miriad of things:
From how the scene is going to be set up, to what the purpose is (game, vs cinematic, vs archviz).

As I mentioned originally your question makes little sense given the information you shared.

Cool. Thanks for the help. I’ll leave this unresolved for now.