UE5 - World Partition - Massive Map Sizes?

Wow! So you simply tell people who are asking for help to go find their own solution, right?

What happened to the whole point of this Forum…

For your information, I have already done that and yes it apparently works but is it the correct most efficient way of doing it?? Nobody knows, despite what some may think, because we don’t know the technical facts because the documentation has not been updated at all for the technical documents for UE5’s World Partition by those that are qualified to do so, only Epic can answer this question honestly and truly… it would benefit us all as developers to know the real answers, right.

The whole point of the original post was to find the truth from Epic themselves and not simply hearsay from others here, some who think they know what they are talking about when it’s obvious in actual fact that they do not…
I want to hear the official answer from Epic, either through updating the technical documentation on “World Partition” or even here on the Forum, but I want to hear an official answer…
I mean even that official recent talk about world building none of them could answer my question and fobbed my question off to another department, so just what does that say, eh? A simple question that someone in Epic must know the answer to and yet so hard to actually get them to talk about it.

Oh… and in answer to your question of just “who is the developer here? You or Epic?”… Epic is the developer, we are simply Epic’s tool users using our creativity to produce apps with their tools… so knowing how their tools properly work and it’s requirements is vital to the process, don’t you think? Otherwise you’re simply playing not creating… which category do you stand in I wonder?

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For anyone else actually wondering about an answer:

Anything Epic or anyone would say on the matter is purely Anecdotal. 100% situational. And wholly unneeded.

As such, it would never be included in any documentation, or matter one bit.

The only way to find what tile size works for X project, is to actually Test X project and bench the baseline worse possible situation.

A Developer would be capable of making his or her own determination given the very basic tools they are provided with…

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A bit off-topic here, but while we’re on the subject of WP I have a question: If using WP is there ANY way to export a heightmap as a single .png file instead of tons of tiles?

the old system allowed for this by selecting tiles on the mini map and clicking the export button in the level tab (Also allows exporting of combined paint layers).
However the produced file is prone to issues - namely being bigger than you can open/use.

Generally, try and keep the file below the 8k pixel size… and even that is a bit of a stretch…

Thanks for that info.

Appreciated all of you to contribute to this topic!

I think different people are facing different problems/difficulties/barrieres to do what they want at final, such as me. I am not an engineer/developer or even a 3D artist /architect, Im just a normal person who want to build up my home city by using UE5 and propost and present the idea to our Gov.

I have no budget for Threadripper/High-End Server or even the RTX 3090 24GB, I just have a Cheap dual trash e5v2 and a 128GB trash DDR RAM and a Luxary RTX3060TI, and I only have myself doing this, I even bad in hand drawing/photoshop/illustrator, I was tried pay people for drawing, naive using Cities Skylines, asked friends for Fotomo creation. So it is not possible for me to create it from Zero, I need to import from GIS too.

*Finally I believe UE5 is the hope for me, may be you can say Twinmotion is the product that do what I want in more easy way, but all you should know is the best way to describe your idea is present it in more realistic way. I think UE5 WP and Nanite is a key in describing the highest picture quality in most efficient way, and UE5 also having possibilities with physics and interaction extendability too.

All the information from here already helping me a lot, I felt it is like 100 steps closer now!! So I wish this thread can keep pushing one step ahead and keep updating to help more people who wants to use UE5 WP to help them achieve their target. I wish this is the place that make me dream come true!!

Thanks everyone! Love you all~~
Thanks EPIC

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You are going to have a hard time processing tiles on a 3060TI.
Just make triple sure to close the minimap and/or just manually import one tile at a time.

I would also suggest just staying away from the engine as much as possible for your scope.
Use Houdini to build things - then eventually import into unreal.

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I created a 4KM landscape in houdini and imported it into the level of version 5.03, and created a lot of details, the packaging works well.
These days, I’m migrating this level to the 5.1 preview version. I was surprised to find that the command to load cells disappeared, and at the same time my level terrain didn’t load properly. Yes, whenever I load the world in edit mode, it says that memory is exhausted and the editor crashes. It can’t even rebuild the landscape texture.
The same resources lead to completely different results.
I’m not quite sure what’s going on, the data layers asset needs to be rebuilt, or is the reflection of the water in the world causing more consumption?

Maybe a bug in the migration module? Have you sent in a bug report suggesting such and explaining exactly the procedure you took so they can recreate the issue?

Welcome to the community.

You have a great idea there, and probably more enthusiasm than skill. That’s fine. The first rule is, Start Small.

First you need to familiarize yourself with the tools. Learn-as-you-go. Start with a simple map of a property. Your house, your neighbor’s, a fictional house, whatever. Just enough so that you’re not in over your head from the start. From there, you can expand out to a neighborhood, city block, etc.

Good luck!

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Interesting find on YouTube here… take a look guys:

Unreal Engine 5 - Preview 1 - HUGE Worlds

Old news, and still doesn’t really Work As Intended.

Even if it did - World Origin Shifting is safer all-around.
You’ll never run into issues where something doesn’t behave correctly with it.

Without it, You are also increasing the memory footprint.
For new machines, that’s fine. For older things, not so much.
On the flip side, Just shifting coordinates works on everything…

Appears we actually have an answer to a large extent… Watch this video from 07:45 onwards where it talks about large worlds size limits…

https://www.youtube.com/watch?v=FUGqzE6Je5c

When he says 88mil km is that like 9381km^2? The US is like 3000km^2.

for some reason for me when I create a landscape it literally tries to load all grid cells by default and my computer of course runs out of RAM on massive ones. I have no idea how to unload cells until after a level has loaded which again is not much help for landscapes that are so big they are outside the scope of my RAM.

Any ideas on how to fix this I am using UE5.1?

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UE Landscape has it flaws, but all the rest makes up for it and u adjust things ( in cpp or BP ) to your own needs to make up for it.
Your comment “if you wanted efficient you just would never use unreal” does not make sense,
aren’t there hundreds of performant games out already “ON” Unreal Engine ?
You contradict yourself with proof already out there acting here on the forum as some kind of tough guy.
There are loads of Devs and teams much smarter then U who proved that u are wrong.
The Landscape system is not ideal, true, but u adjust and make use of it so it actually can be used in releases which other people shows us time after time.
Not someone like u hammering UE all the time because the Landscape is not good enough.

Landscape system is something to work around or adjust and profile(!) much if u work on a big environment.
U could look at solutions like ShaderWorld or WorldScape but you will miss out on RVT and will need
GPU dedicated servers for SW if u are looking at Multiplayer Open World.
As MostHost_LA pointed out more above, those are all good tips, since there is not an easy way out.
What we did in a few ( mostly smaller ) environments is measure differences all the time,
using ( Nanite ) Meshes is possible, even more when using HISM to keep Drawcalls low.
Nanite could open doors, but size of Nanite Meshes can be tricky and u probably will
need to (import) Baked VP, it might be a kind of solution depending on the project.
As for (costly) Collisions, u could add a very low Lod (1 to 10% depending on the Mesh)
and let Nanite use that Lod as a “cheap” Collision if u dont have one (Blender etc).
I can not emphasize enough that profiling is what u need in UE, in every aspect of it,
many small gains make one bigger gain in the end, surely in big projects.
Curious if they introduce (this) Landscape system with Nanite, it would be massive in size i guess.

Either way, UE is profiling all the time, there is no away around it. it’s a good Engine (imo),
but a heavy and frustrating one, people look at YT clips and think they can be a dev out of the box
but that’s not the case, UE is very complex and insane much work if u aspire visual
quality in harmony with performance, especially for Multiplayer & Open World games.
Still upto today cpp is the way to go in UE for big projects,
u compensate much that way so u “could” keep the Landscape system cost.

Please stick to the thread topic mate instead of going off on tangents, eh… this topic to debate how we work out just what maximum size of landscape the UE 5 SDK can achieve given that technically any size is theoretically possible given enough accessible storage so any given positions cell parameters can be loaded in at anytime for any given position in the world space :slight_smile:


Replying to @snowboyken

You are going to have a hard time processing tiles on a 3060TI.
Just make triple sure to close the minimap and/or just manually import one tile at a time.

I would also suggest just staying away from the engine as much as possible for your scope.
Use Houdini to build things - then eventually import into unreal.


Replying to anon79855654

Almost all of them - actually all the ones I know of except two - are a custom take-down that has been specifically gutted from source.
The one that’s not barely uses landscapes at all. The other is mentioned below.

Not a single AAA title I have played uses the actual landscape system in release.
ARK did. Look at what a pile of hot steaming s*it Wildcard made of that! (Not to mention that nearly 6 years down the line they have the same exact game crippling bugs which are wholly due to the engine itself, inadequacy of developers, and lack of leadership/testing). [fun fact on this since i’m re-posting nearly a year later; This month (October 2023) a new version of Ark was released useing Unreal 5. It’s the exact horrible non-working 2 frame an hour mess on a 4090 you’d expect out of Wildcard! Quite amazing. Years pass, ZERO learning from the devs. you joke, but it takes some SERIOUS skill. Or at least “consistency” just in a very, very WRONG way :P]

There really aren’t, unfortunately.
There’s teams who decided to put time into gutting the source to get something going OK-ish.
And there’s smarter people who avoid the engine like the plague it is.
That’s about it.

But obviously if you think what you wrote (and based on how you wrote it. Really, what do you do with all the time you save writing U instead of you? Think up BS for the next post?), you haven’t played any unreal made game at 4k, so your opinion is about as useful to the performance conversation as that of the idiot who owns facebook was to congress…


Original posts have been removed from this and the whole topic which was already a mess full of disinfomration, hearsay, an BS, tough more legible is now missing some rather relevant parts. Since the offending bs from at least a banned user and another one are gone, I’ll re-word the original messages to re-provide the answers that were removed.

Ideal tile Size:
Anything Epic or anyone would say on the matter is purely Anecdotal. 100% situational. And wholly unneeded.
As such, it should never be included in any documentation, or matter one bit.

The only way to find what tile size works for X project, is to actually Test X project and bench the baseline worse possible situation.

In other words, Do the work.

For world partion (the older system), All it does is it loads levels (via streaming).

You can set it to load a maximummof 4 levels simply because your player can stand at an intersection of 4 maps.
Your worse possible performance will always include 4 levels.*

That’s not infinite.
That’s not light on performance because each landscape tile comes with x*x components worth of draw-calls.
And in 20223 that definitely isn’t the proper way to load things in (it wasn’t in 2000 so why would it be now?).


Curiously, it’s now nearly a year and a half since those posts I think.
If you look at the direction that landscape has taken in relation to my post on August 22 (UE5 - World Partition - Massive Map Sizes? - #40 by MostHost_LA)

  1. It’s still the same exact mess, but queue in Nanite, which does exactly this.

  2. Nanite does this - badly still - but a lot more efficiently than the landscape itself.

  3. Still non-existent with nanite, but if you replace all of your landscapes out to heightfield meshes you can actually achieve something very similar without needing Voxels.
    (costs too much performance for 4k rendering though. so usual Bench and Give/Take).

  4. Non-existent - ignored.
    BUT - since nanite is a single mesh running a single material, this is at least in theory Possible now.
    the problem there is that you can do sphere approximations, not ESRI derived values

  5. Actually I have no idea what Nanite is doing in terms of converting the 1 point per meter fatally flawed landscape system under the hood into it’s final mesh representation - BUT - I know it’s using analytical generation, and it’s therefore bound to provide a rather drastic overall tris reduction.

It’s interesting that they expressly chose to build on top of the dead elephant.
But it’s also nice that they are at least attempting to address the so called (dead) elephant in the room…

As of this writing, Nanite for landscape is no-where near production ready: Keep making your own Mesh Only landscapes instead…

The idea though, is that Eventually at least, it won’t matter if you utilize meshes, or if you stuck it out for 2 years with a landscape and 4 FPS from it. Both Mesh and Landscape alike should be able to achieve the exact same performance overall by switching Nanite on.

Let’s also keep in mind that these considerations are for RENDERING only.
Ram and CPU are still very much a thing that you’ll need to profile for even with Nanite taking over/the load off/ the GPU when it comes to the landscape.
So, same answer as before; Do The Work

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I hope this helps anyone that is still looking for a good answer. In my testing with UE 5.4 you will need to make and save a blank world partition map then you will be able to input any map size but you may get a raised area on a edge that can be fixed easley. The max size I have made is this 32,167x32,167 heightmap at 200 scale. nanite landscape will also work at this size even thow unreal said otherwise. To do so you will need to unload the landscape in world partition then enable nanite on your landscape, and only load one region at a time rebuild the landscape and save then unload and go to the next. if you have the water system on you will need to delete the water brush, and if the landscape turns black with red in it after turning on nanite you will need to repaint the landscape in that area.

The hardware I am running is 128GB ram and a rtx 3060