UE5 Preview 2 World Partition Grid Explosion

WPEplode

I logged in one day and the grid is huge and the level is under my character. If I zoom in to the map it just disappears and won’t render.

A lesser system will crash due to memory.

Is there an actor out in space somewhere? If so, how do I track it down?

Any info greatly appreciated.

Update:

I’ve narrowed it down to unloaded instanced foliage actors way off somewhere.
I can focus said actor bounds but when I try to load them to delete them they just disappear when I try.

My current nearly 13,000 actors are all neatly folderized and loading fine now, and I can work again.
But these unloaded foliage instances are making my world partition huge.

I deleted all the other properly loaded foliage.
I removed all the foliage from the editor menu.

The grayed out unloaded instanced foliage actors remain in the World Outliner window.
Could be autogenerated from somewhere…

Loading them could help. But they disappear.
Exposing the location numbers could be helpful.

I’ve been working daily in UE 5 since day one.
Any artist friendly suggestions?

Update 2: Attention Engine Devs :slight_smile:

This is looking like the One File Per Actor issue again.
Some actors have become orphaned in the scene.

This means there is a One File Per Actor for it but there is no static mesh.
IO is the slowest operation you can do to any device as most engineers will agree.

If Epic doesn’t do it first we are going to to put SQLite under the One File Per Actor.
This will speed up saves and make it easier to validate and track down orphaned files.

Credit: My engineer (42 yrs programming experience) partner. :slight_smile:


What this looks like.

Update with feature request:

It would be most helpful if -

  1. There was a drop down menu to select a choice of bounds and location distances. This would eliminate typos.
  2. There was an input for world max size. This would eliminate actors lost in space.

Thanks!

Hurrah!

We have solved both issues. (For ourselves in our custom space)

  1. I tracked down the typos by touching all 12,000+ actors and ensuring they were properly (location based) folderized.

  2. My engineer partner implemented a world bounds override so we can explicitly set the numbers.

These things can be addressed for everyone. :slight_smile: