I have set mesh and texture streaming to true, but this did’t help. I have also set simple scene as editor startup, and the editor has opened, but crashed after switching to the main scene. I have solved this in non-trivial way:
- Load the project with the “dumb” configuration, without Lumen, Nanite, raytracing and so on, with DX11 and SM5.
- Export landscape heightmap and all paintings.
- Create new “Empty Open World” level.
- Create MULTIPLE landscapes if you have world more than 8x8 km. One landscape = 8x8 km.
- Split heightmap and paintings received on step 2 into pieces mathing with landscapes created on step 4.
- Import all these pieces into new landscapes in the appropriate order.
- Copy all actors from the old level into the new one.
- Ensure that you haven’t forgotten to set all level-specific settings you had in the old level such as World Partition grid cell size.
- Now the most important step! Open world partition editor and UNLOAD as much landscapes as you can (preferably them all). (In my game I have two landscapes, one of them contains water so I cannot unload it (this is an engine bug) but the second landscape of size 8x4 km (1/3 of the whole game world) is being unloaded successfully so the VRAM consumption had reduced by almost 1.5 times.)
- Close the editor mandatorily in the “correct” way (not with terminating the process in the task manager), switch back to the normal rendering configuration (I have a .bat script that does this), load the project and do NOT load the unloaded in the step 9 landscapes in the normal configuration, place new actors only in “dumb” configuration.
Who knows is this way “correct”, does it not have hidden side effects?