Searched a little and I played around with some stats already. Culling and LODs someone mentioned previously. I tried playing around with these in the “Quick Settings” tab. I also have changed “Engine Scalability Settings” & “Material Quality Level” to be as low as possible.
Now the problem is it’s nothing to do with the world itself. It’s only moving pieces that causes problems and this is just a single building world. If I try to move it “right or left” “up or down” it takes 5 seconds to actually
Any tips with this? Also does anyone know if this comes down to the speed of RAM or my HDD speed?
Have the main map where you’re building your level out.
Have another map you use to build out your brushes.
On the building map, build out your brush pieces and stuff, then MAKE A COPY (important - you lose the brush if you don’t make a copy before this next part) then convert it to a StaticMesh (there’s a button in the Details pane with a brush selected).
Your performance will still degrade if you leave the brushes in your building map, but you can then just disable the live updating of brushes, or save those brushes out and delete them so you’re only working on one at a time.
Go back into your main map, place your static mesh and you’re good.
That way you keep all your brushes out of your main map and prevent them from messing up performance in the editor, but still have the brushes around in order to change them later and still be able to make a new StaticMesh.
IM using a Landscape with 8k x 8k. Its impossible to work. I hope the hint of n00854180t works, because i have no idea how i will build a entire city with 10 seconds lag afther moving a piece. Note I have a i7 3770k 3.5GHz, 32 GB Ram 1800 MHz, and a GTX 660ti 3G Vram.
Just keep in mind guys that you may run into issues with lighting on static meshes sometimes while using Lightmass.
Also for your huge city @, you’ll certainly need to build those in smaller chunks then convert to static meshes. You might also turn off the live-brush-updates as mentioned in the thread previously, but I find that usually working with smaller pieces on their own and converting over to statics is enough to keep the workflow good.