Hello ! This if my first post here ! I made a huge open world using World Partition with several regions. When I’m lauching the level all the regions are loaded rather than unloaded. With all the textures and assets it crashes on every run (even if the last saved was done on a small region only). Is there a way to launch this level with all the regions unloaded ? Sorry couldnt find the information elsewhere as keywords doesnt recommend me the answer Im looking for and I’m totally beginner with memory management.
Hey there @FluxKillah514! Welcome to the community! So first things first, the entire level shouldn’t be loaded in full at all times if streaming is enabled in the world settings:
If that is the case, your pawn must be a streaming candidate which allows the engine to only stream in areas that are relevant.
If that is already the case, you may need to begin the level unloaded, and load in what you need via data layers. The documentation isn’t 100% up to date with the new data layers changes, but the difference is basically you must assign the actors to a data layer and have a data layer “data” itself, else it shows up as unknown.
I came here with basically this same question. I have a level about 4 km x 4 km with WP enabled. Streaming is also enabled in my world settings, and I’ve verified that in play mode it’s working as expected.
The problem is that in the editor, when I open that level all the LandscapeStreamingProxy Actors are preloaded. WP shows “No regions loaded” but I assume – though it’s not really well documented yet – that this refers to the fact that I haven’t loaded anything manually from the minimap.
I’ve found all sorts of Q&A on the forums and StackOverflow for people confused about why they enter a level and think it’s empty – but my situation is the opposite. I want to enter the level and have all the landscape proxies unloaded, but they’re not.
What is really confusing is that I was accustomed to that being the case in previous work, but it seems to have changed with 5.1.
In the World settings, streaming is enabled. All of the streaming proxies have their streaming enabled as well. Am I missing something in Project settings?
This is painful to troubleshoot because when I load this level, I almost always get the “video memory exceeded…expect extremely poor performance” despite having set the reserved pool to 0 in my engine settings (which usually helps).
Hell, @syscrusher !! Please try this if you have the same problem;
Launch the project
Go in the project settings/ map and modes
Change the default map to the map you created
Save and reload the whole project from the launcher
Now for me it partially fix the problem I have still some Tiles that are appearing Loaded even if unloaded but I believe this is due to an another issue with the material or the Heightmap used that causes Tiles to say spawned rather than loading unloading.
Let me know if that fi it for you !
Thanks for the update @FluxKillah514! This is odd, @syscrusher, try Flux’s trick to see if that mitigates the issue, and if you can this might warrant a bug report as the streaming system should only ever load tiles near the player unless specific data layers are set up.
Thanks for the suggestion, @FluxKillah514 and @SupportiveEntity. I will give this a try as soon as I can (I am out of the office Wednesday, so if I can’t get this done tonight I’ll have to put it on the schedule for Thursday). I will report back here with the results.
This didn’t seem to have much effect for me; the original problem is still present.
I went into play mode, and most of the landscape proxies were instantly unloaded. I can’t tell if streaming is actually working, however, because in play mode the “video memory is exhausted” and everything goes to hell rapidly. This is not happening in edit mode.
I can’t escape the nagging feeling that I’ve got something askew in my project settings. I went through everything related to streaming and don’t see anything disabling it edit mode. Likewise, all my landscape proxies are marked as being spatially streamed.
Is there any other setting I should be checking?
Hi again ! I’m also new with the world partition but let me try to help:
Try those commands so you can get an idea of the streaming process :
wp.Runtime.ToggleDrawRuntimeHash2D
wp.Runtime.ToggleDrawRuntimeHash3D
First off please be aware of the fonction ‘‘Is Spatially Loaded’’;
Is Spatially Loaded Determines if the Actor is spatially loaded:
- If enabled, this Actor is loaded when in range of any streaming source when not assigned to a disabled Data Layer.
- If disabled, this Actor is loaded when not assigned to a disabled Data Layer.
Have you fiddle with the Runtime Hash grid for the world partition?
Did you name the grid (Main Grid) it and assign Player and landscape ?
Other ideas to fix this issue would be :
-Are your actors placed like foliages and automatically assigned to the landscape or have you made data layers separatly and they are always turned on or they are just unassigned ?
-For actors disappearings in-game I believe its probably due to either LOD set to 0 of your material (or just wrong settings) or HLODs not set or working properly (try rebuilding physical material + HLOD and reassign). Another avenue could be from your landscape material or foliage is/are too heavy on memory (try to lower your landscape components from 5x5 and see if it fixed it for you)
World Partition in Unreal Engine | Unreal Engine 5.0 Documentation[World Partition in Unreal Engine | Unreal Engine 5.0 Documentation]
Hello,
Hold down the left mouse button and select the desired region, right-click and select Load Region From Selection.
Thanks, that worked for me (UE5.2.0)!
I have this same issue in UE5.2. When opening the level in editor everything (including all spatially loaded actors) is loaded. At some point didnt have the issue but now cant get rid of it. I have hold down the left mouse → select the desired region-> loaded it. But when exiting editor and coming back the whole level is again loaded. No issue in packed game.
It appears you’ve provided a fragment of a sentence, and it’s not entirely clear what context or topic you’re referring to. Could you please provide more information or context so that I can assist you more effectively?
When opening world partition level in editor. Would hope it appear unloaded to decide myself what region to load. And it currently dosent remember what region I had loaded last time.
This is broken for me or where to access the Grid Placement settings to mark as not “Always Loaded”? I have enabled “is spatially loaded” for all objects and landscape but those are loaded when opening level in editor. :S
“To support the development of large worlds, all grid cells are initially unloaded. When the Level opens, the Editor will only load Actors that have their Grid Placement setting marked as Always Loaded”
World Partition in Unreal Engine | Unreal Engine 5.0 Documentation
Starting to work with Data Layers where I moved all content. Can set those initially not visible and loaded. Very fluent to work now. Basically the bug remains if outliner items are not assigned to any Data Layer.