–So we can see:
A partition actor is managed by engine: it will be saved to seperated asset file to ExternalActors Folder instead of to be serrialized to umap file,so it can’t be deleted by user; An AStaticMeshActor can be deleted by user,because it has seperate asset file always…
I have been able to delete the landscape by selecting all pieces and right-clicking and selecting delete, but then a few minutes later and after creating a new landscape the old one just pups up and I’m not able to delete it. My solution is to, unfortunately, delete the whole level and create a new one, the issue is when you have other assets in the world you will, unfortunately, lose it. I don’t know if there is an effective workaround without the widget trick, if there is, then I’m open to suggestions.
Hi I’m new to Unreal. I created a new blank project (Games > Blank Project) but I cannot delete the landscape.
I have read that the world partition landscape in the (Games > Blank Project) cannot currently be deleted in UE5 unless you select all the pieces from the outliner and delete them.
So I expanded the landscape folder and deleted all of the pieces and then saved the project but when I closed the Project and Reopened the project the landscape pieces (all the mountains) were still there like in the image below. I am not sure why they didn’t stay deleted when I saved after deleting them.
Has anyone else had this problem and how did they solve it? Thanks.
Just popping u to say that after one year this bug is still here.
And it’s not a small thing, because you find yourself with 2 terrains if you add another one.
I am new to UE so I can’t say, but this is blocking me from proceeding with tutorials and my project.
For anyone who hits this bug again: it is possible that it’s the temporary LandscapeStreamingSomething that blocks the process.
I closed the editor, reopened it.
Found this object (it wasn’t visible before), and deleted it.
After that, the landscape could be deleted.
Again I’m just a noob here in UE so this could have been just a coincidence, but anyway.
The Blueprint script posted in this thread worked for me, but shortly after saving my changes UE 5.0.2 crashed. When I restarted the editor, though, the unwanted Actors were still gone, so I’m calling it a success overall. Thanks for sharing this trick – I didn’t realize a Blueprint DestroyActor call went beyond what the editor’s context menu does.
I’ve also reported the bug to Epic about being unable to delete World Partition landscapes.
In UE5 5.0.2 I am able to delete all of the LandscapeStreamingProxy items under the Landscape in the Outliner and then the Landscape item itself.
I then save the Level and exit.
I restart the editor and the LandscapeStreamingProxies are now bumped up one level to the root of the Outliner list. They don’t get deleted from the ExternalActors folder.
I select them again and delete them again. And save and restart again, and fingers crossed they are now gone. Usually.
However, the files still remain in the ExternalActors folders. Epic BADLY needs a “Clean” commandlet for the OFPA system. It’s basically broken the way it is now.
Yes, I submitted the formal report on June 13 (see my previous post in this thread). The subject line was “Unable to permanently delete Landscape and its streaming proxies from World Partition level”, and Unreal confirmed it as case number 00449630. I have not received further communication from them, and as of today I am not able to find this issue with a search in the bug tracking system.