Here’s some issues I’ve run into making open worlds. If anyone knows of any workarounds/fixes, let me know. I’ve tried pretty much everything and looked everywhere. Thanks!
- Instanced foliage doesn’t impact navmesh. Even if you tell it to with the Custom Navigable Geometry setting. I’ve seen other people asking about this for UE5 and it just seems broken. This means using something like a procedural foliage spawner (or manual) for trees/rocks is not possible.
- Instanced foliage doesn’t seem to respect World Partition. As far as I can tell it just uses its own culling settings and doesn’t unload and transition to HLOD. It seems like it’s generating the HLODs (it takes a while and the bake says it works) but it never actually unloads and transitions to it. Similar to the previous item, this makes it not viable to use instanced foliage for larger items, only something like grass.
- Houdini imports are incredibly slow. In comparison to spawning thousands and thousands of assets with a procedural foliage spawner, importing a point cloud to place assets using Houdini is orders of magnitude slower. Specifically instead of maybe like a minute or two, it can take hours or even days. It’s also never clear if it’s actually working or just froze on the large scale tests (1kmx1km and up)
- If you save an HDA with lots of embedded components, it just crashes. Once those imports do complete, you can’t save that. The only workaround is to bake out all the components into the level and THEN save.