Hello! I’m trying to set up a world partition world with a landscape that fills the world and an ocean, the problem is I can make this world and drop the ocean into it just fine and work with the landscape and everything no issues, but when I close down the project and start it up again loading that level my engine crashes with an error saying I’ve expended my memory. I’m running a 4080 so granted I don’t have the MOST VRAM I could possibly have, I am still able to work with this stuff on a fresh world before closing it down and starting the engine back up, so that tells me it’s not really an issue with my rig.
I was reading somewhere that it’s due to the editor trying to load both the ocean and the landscape at the same time which uses A LOT of VRAM but not really any solutions to fix the issue, I have tried setting the landscape and the ocean to not be visible at startup but that doesn’t fix anything, I’m not really sure how to go about properly working around this issue. I am also open to not using a fill world landscape but would need to see how you expand the ocean’s high quality bounds when I’m adding other landscape’s to the world for more islands so when you traverse the ocean you don’t just have a dip off the edge of the high quality part into the low quality ocean. I feel like using multiple smaller landscapes in my world partition world would be better on resources? I just need that issue in the second image linked solved if I were to go that route.
My 4080 has 16gb and I’m using like 10 I think from the nvidia settings, this is also only an issue after I have made the landscape fill the world, put the ocean in, close and reopen the project, then open the level. Before I close the project down I can have both the landscape and ocean in at the same time no problem.
At a glance they are talking about regular RAM granted I don’t have 64gb I have 32gb of regular RAM maybe I do need to upgrade to be able to load in a world that is infinite landscape + ocean but I feel like with world partition I should only be loading within a certain distance around the camera right? Is there no way to optimize how the level loads objects so I’m not loading the landscape AND the ocean at the same time? Maybe I just delete the ocean from the level when I’m closing the project down so when I open it I can just re-add the water? I feel like that’s not a great way to go about it though.
Edit: Thinking about it too if I just keep re-adding the ocean every time I load the level I’m going to be making new islands too which isn’t really a big deal but just seems like an unnecessary process to go about loading my level.
Oh yeah I read something like that too I figured it was because it’s trying to load the ocean and landscape at once and that was a bit of power being used lol I guess my other idea will have to be using multiple small landscapes for the islands but I just need to see how to expand the ocean bounds so it’s not like that second image in the OP
To add an update to this I have started moving focus to see if I can just make a bunch of smaller landscapes as their own islands and covering all that in an ocean, problem with this is the ocean bounds will only extend to the edge of the main landscape it is initially placed on, what I would need is a way to expand the bounds of the ocean to cover the other terrains as well. Looking it up it sounds like I would need to go into the WaterZone object in the world and on the WaterMesh static mesh I would need to increase the tile size, seeing this done in a video on an older version of the engine seems to expand the ocean as you would think, but when I do it nothing seems to happen and if I go with a number that’s more than double the size of the default tile size the ocean seems to shrink instead of expand.
Haven’t found an answer on expanding the size of an already placed ocean that works in the current version yet but hoping to soon.
Another update I added a marketplace ocean plugin to my project and was able to load an infinite landscape + the ocean from that plugin, everything works fine with that and relaunching the project doesn’t cause any issues, when adding the UE integrated ocean plugin back in and adding the island component to my level to make the island that’s when I start getting issues again and relaunching the project causes it to keep crashing with the memory error.
So pretty much what I’m gathering here is the Epic ocean plugin is the culprit to my problems and even when I’m not using the actual ocean and just using the land components to spline in islands I’m getting video memory errors. So this would be an issue with the Epic provided ocean plugin? Has anyone figured out how to optimize this plugin so it doesn’t cause crashes?
This is displayed correctly (ss 2). This is the border of high quality ocean and far mesh. You can adjust it (size), but this is how it looks on the border.
You probably have a bad World Partition setup, or you have the entire world loaded after opening.
Set the graphics to low in the editor and load the selected fragments. Loading the entire world can take ages if there are a lot of actors, but the ocean and landscape alone do not cause delays in 99% of cases - I have an island on the ocean almost 4x4 km with thousands of actors and it loads without a problem. I also have 2 large lakes. My hardware is weaker than yours.
Foreign plugins - this is my personal opinion - I would give up. I also had many problems (different) with the ocean, but overall it works fine, the problems are the lack of documentation or my misunderstanding.
Try it on an empty Open World level (the one with landscape) and see if you have the same problems.