I’m testing the transition from UE4 to UE5. I’m using UE5.1.1-release. Our world is about 12km x 10km with some additional vertical levels, but not too much vertically.
I converted my world to world partition, and now when I start the Editor (or when I start my dedicated server) it takes 30 minutes!!
Here is the info in the log:
[2023.02.14-10.19.02:411][ 0]LogWorldPartition: Display: GenerateStreaming took 29:40 min`
I tried to debug it and see where it was looping and seems most of the time is spent in : G:\5.1.1\Engine\Source\Runtime\Navmesh\Private\Detour\DetourNavMesh.cpp
in this loop line 1741:
while (tile && tile != target)
{
prev = tile;
tile = tile->next;
}
Reading a bit the code it looks like it’s trying to relate one tile of the navmesh to all the other tiles, with a full scan on all other tiles present. There are 1048576 tiles present in my world, which have already been reduced as the requested was higher:
LogNavigation: Error: Navmesh bounds are too large! Limiting requested tiles count (7144544) to: (1048576) for RecastNavMesh /Game/Maps/MainWorld/Yliakum.Yliakum:PersistentLevel.RecastNavMesh-Default
Anyway with 1048576, this means the code is trying to loop each of the 1 million tiles 1 million times…
It was working fine in UE4, and I think the reason was becuase the tiles were compared level by level instead of the full world at one time. The UE4 startup time was about 2 minutes.
Obviously I cant have 30 minutes of waiting time each time I start the Editor or our server. Any ideas of what may be wrong? Do you have similar issues?