World Partition always loads cross section of landscape

Because of how world partition works with a quadtree, a cross section of landscape tiles will always be loaded.
You can see it here on the default open world map.


A line of landscape tiles will always exist that cross the seam of the topmost quadtree, forcing them to always be loaded.

I feel like I’m missing something, because without a workaround this system will be unusable for large detailed landscapes.

I’m bumping this thread since I also have this issue and I have yet to find a solution or an answer to this.

I’ve set all landscapes and tiles to the same runtime grid, and there are no stream sources anywhere near those distant empty tiles.

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This is a known issue. Under the hood, actors are placed in a hierarchical 2D grid, similar to a quadtree. We need to find a cell where actors will fit in, so any actor on the axis lines will need to be in the top level grid cell to fit, making them always loaded. We are working on this at the moment. If you setup HLODs for your map, this should be impossible to notice.

Bump

Is the work still in progress?