So I am designing a medieval city using world composition and I have a small issue. I have the persistent level with all of the city sections loaded in and then a couple smaller maps so far. The trouble is when I go to play the level, when I get to a certain distance parts of the maps disappear (shown in the images)
This happens. I have a feeling this is how the world composition just works within ue4, and if so could someone let me know. I don’t mind if I have to adjust a few things so it looks more realistic when levels get unloaded. Just so I won’t get too far into the level design that I stop because of this.
Distance streaming loading with layers doesn’t work that well on large maps with World Composition as far as I can tell after many tests and there is a huge performance hit too.
I decided to disable distance streaming completely and then I will add code to load/unload levels tiles manually with either BluePrint or C++. Then simulating manually in code the same that distance streaming does seems the best option performance wise even testing with just 4km x 4km heightfields split in 16 tiles