Smart Objects without world partition?

Hello. I’ve watched tutorials and read the docs but I would like to have a more clear idea before moving forward with World Partition. I may be thinking of something that is not possible.

The games we are developing have very large space levels and a few ground levels that are landed on, or are a home base for the game. None of these would benefit from WP that I can tell. We conventionally load levels right now using Open Level. None of the maps are specified as world partition.

In studying Smart Objects, the tutorial I used said that world partition had to be enabled.

The question is simple. For the ground levels in our game, can I enable World Partition while keeping the remaining levels conventional? If the answer is yes, can I still use a traditional Open Level to load the WP Levels?

I would like to be able to use Smart Objects on the ground levels even though they are not what I would call open world nor would benefit from WP. I didn’t feel the docs were clear about this.

We’re using 5.2.1 by the way.

Edit: I should point out that WP is not specied in the Epic Doc Smart Objects Quickstart, only the video tutorial mentions it but commentors made a big deal out of the requirement.

Edit 2: I’ve changed the subject in hopes of seeing if someone else knows anything about this linkage (supposed) between World Partition and Smart Objects. The actual question probably should have been “has any one successfully used Smart Objects without World Partition?” since that would be the ideal situation.

I set up a test and from what I can tell, Smart Objects seem to work without World Partition. So the tutorial is likely wrong on this point.

My test showed what I think is a bug in 5.2.1 (on Mac) in that when you use Smart Objects, all is well (meaning object is Found and Claimed correctly and Gameplay Behavior is triggered) until you exit PIE which crashes the Editor with an Assert error (AIController->GetPawn). The addition of Smart Objects and Gameplay Behaviors were the only thing I added in differently than the BB and BT stuff I use on this version already in my real project. I tested this with my normal Metahuman and Quinn. I am guessing this must happen only on Mac or they would have caught it since it’s kinda glaring.

Edit 1: This bug mentioned above must have been corrected because the same code works perfectly in 5.3.0.

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