With World Partition, what could cause a Landscape section(s) to be loaded, despite being set to “Is Spatially Loaded” and out of the set Loading Range?
I used the World Partition conversion tool to update a level from 4.27 level to 5.0
Everything appears to work just fine except the Landscape for world partition. Several of my landscape sections refuse to unload based on distance. The sections beside them work just fine and all have “Is Spatially Loaded” checked. From what I can tell, each Landscape section is configured identically.
The only partition streaming source is the player controller and in both a single player and dedicated server this is happening.
I’ve tried even setting Loading Range to 1 in the Runtime Grid and HLOD layer and these sections will always load.
I’ve also tried re-creating the landscape and the same issue happens.
I had similar issues with a large landscape 100kmx100km until I found this setting to ‘Enable Large Worlds’ in the World Settings. I think it solved this for me but it definitely solved one of my other issues of not being able to start at a point far from the origin.
Not sure why this doesn’t get enabled when building an open world but without that set I was not able to play (PIE) from an area far from the origin.
Other things that I had changed that may have fixed it was that I raised my landscape z location value up so that the entire landscape was above z=0 ( I am at z=110,000). I am not sure if I will need to further adjust it if I start sculpting lower, but for now that seems to solve other issues when it came to using the water plugin.
Same issue here. I did notice many others have also problems with it. In the end, I did want the full landscape always loaded but I do not see anywhere settings for that? To make all landscape cells always visible?
Hello guys
Use this command as CVar or a command in the game and restart the game for it to take effect:
wp.Runtime.RuntimeSpatialHashPlaceSmallActorsUsingLocation 1
This command solved my problem, instead of using actor bounds WP uses actor location in the grid.
I don’t know if you guys found the solution to this already, but here it is:
So the check box for Is Spatially Loaded is grayed out for me on the Landscape Actor itself on the world outliner, however if you unfold the Landscape “Folder” in the outliner, you can untick the Is Spatially Loaded on the Landscape Proxies! (See pic below)
Now Keep in mind, that keeping everything loaded might eat your performance up, I’m currently exploring using a different Runtime Grid for the Landscapes that have a way larger loading area of cells, just for the landscape itself, not the actors on it.
I think with world partition, landscape uses HLODs for not loaded cells, at least that how the open world template is configured.
But you have to build HLODs for them to be visible, it can be a bit long, even very long the first time (several minutes).