World partition load level not working in packaged game

I have a level that i converted to world partition. When i use my main menu button to load the level it works fine in the editor. But once i package the game, it wont load anymore. If i switch the name in the load level node back to the previous level it works again in a packaged build.

Am i missing some steps to make a world partitioned level load with the load level node, or do i need to do something different?

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Any update on this? I’m in 5.3 and having same issue.

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i have same issue, i can’t found any answer. it work in editor mode , but packaged game is not working, I’m sure I’ve added stream source components to the character or enable stream source in default playercontrler

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I found the solution, You’ll need to manually go into Edit->Project Settings->Packaging and add the maps to the List of maps to include in a packaged build section

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Did you ever find a solution to this? I’m on 5.3.2 and not seeing my world partitions load in a packaged game once loading to the level from the main menu. Parchk’s solution did not work as the level was already being including in the packaging.

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I’m having similar issue in 5.3.2… Though, the level is kinda loading, but not the partition parts of where the player pawn starts… As can be seen in screenshot below… What might be wrong? It’s working in editor, PIE and also standalone… Only in package it does not load the partition part where we spawn, but I see parts of landscape far away…

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I’m having the exact same issue.

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I packaged with shipping, instead of development build. And it’s working fine in this package.

Still odd, since further testing showed me that in the dev packaged build: my World Partition Streaming Source, seems to function inverted… i.e.: when I drive to the distant landscape seen in the image, it disappeared when I get within the specified range.

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Hello there!
I’m having the same issue, both in Shipping and Development mode.

This is my current config

I tried different combinations in the config and I was able to make it work with this:

image

However, not sure if it’s related, sometimes the loaded landscape is not colliding with the player…

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I can confirm @rhomita’s suggestion works.

Still have this issue. Running Unreal 5.3.1, Linux

But @rhomita’s suggestion did fix it.

Edit: Partially fixed it. Like once in 10 times it’ll do it and I’ll have to restart the game. Bit poor but its a work around for now!

Sorry everyone, wasn’t checking my notifications. I ended up having to change to the load level node to to use the load level by object reference I believe. I initially was trying to use load level by name and that wasn’t working.

I solve this issue simply by increasing the loading range of the MainGrid to a certain large number, say the physical size of a grid. This issue maybe related to your World Partition Grid Size settings when you create or import a landscape as well as the loading range of the MainGrid.

I guess the loading range should be at least greater than the size of one proxy or a certain number of (maybe 1) components. For example, I set World Partition Grid Size as 16 and we create a approximately 4km x 4km landscape, which means I have 4x4 proxies and each proxy has a size of approximately 1km x 1km. I also tried a larger loading range, like 2 km, it also works but the loading time of the game is increased.

@rhomita 's settings solved the issue for me! Now my client and host are loading the map correctly, really excited to see project Patas btw :sunglasses:

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Increasing the Loading Range helped in my case: I had some very large meshes(Cliffs) and they did not get loaded. Next task: I have to figure out why some of my Niagara particles are not visible in the packaged file. I try to get everything running in a package of a World Partition Level.