Hi, I just started creating a big map with world partition, I have some villages made up by static meshes and what happens is that while the landscape is not visible when too far, the meshes are, creating a weird effect where they seem to be floating. Is there a way to have the mesh disappear together with the landscape they are on when far?
Select the meshes on the map, and check the Is Spatially Loaded box for them in the details tab.
They all have is spatially loaded checked but still, some meshse won’t disappear
Could be any number of things.
If any of the meshes are referenced by another object on the map which isn’t spatially loaded, both can end up being persistent.
World partition has had occasional issues with cells along the center of the x and y axis not unloading, so it be the whole cell is stuck and not just a mesh. If you haven’t already, try setting the loading range for the grid to something small, then play map in editor and run this command from console to visualize the grid:
wp.Runtime.ToggleDrawRuntimeHash3D
If you fly around a bit in play, it may help narrow down problem cells and actors.
Here’s a video showing the problem
Hmmm… looks like the mesh is touching 2 cells. Occasionally world part seems to just get confused by that and promotes stuff to persistent or something.
Have you tried moving the buggy bridge a bit so that the bounding box only touches one cell? If that makes it stream out properly, then you’d just need to tweak the landscape a little so it fits again.
Or, not really an answer, but since it’s one mesh, you could just let occlusion culling deal with it until an engine update fixes it.
The weird thing is: if I zoom out more, the bridge will still disappear. Moving the bridge did change the way it disappears but it’ still doesn’t load/unload together with the landscape cells
Look for example how these meshes behave
Only other thing I can think of is the mesh is somehow assigned to the wrong grid in the spatial settings, or the actor file itself is just broken.
Haven’t seen this exact problem happen before, but I have had an occasional mesh that just refused to load until deleting and replacing it.
If the bounds of the actor are bigger than a single cell they might be getting promoted to a higher level streaming cell, which is bigger and covers multiple tiles. You should check the debug streaming grid overlay to see better what is happening.
To turn on debug streaming grid: wp.Runtime.ToggleDrawRuntimeHash2D
- It shows level 0 by default, you can change the grid level with
wp.Runtime.ShowRuntimeSpatialHashGridLevel <level_number>
- You can also show multiple grid levels at once with
wp.Runtime.ShowRuntimeSpatialHashGridLevelCount <level_count>
Hope this helps you see what’s happening.
Hello !
Has this been resolved? I am, unfortunately, facing the same issue.
Mesh that spans over multiple tiles, but unloads only once I move many tiles away despite my set loading distance.
It has the “spatially loaded” setting checked. And if I run the debugging command I need to be so far away that the tiles are no longer shown. Although if I come closer I can see that they are loading properly. Also I have replaced “MainGrid” instead of “none” in the runtime grid setting. And finally I checked whether the bounding box etc. might be any bigger than the main part of the mesh and it is not.
Under the “actor” tab of the instance I can see that it says persistent level, however I am clueless as how to change it.
Thank you for any possible thoughts !!!