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World Partition: map size and tiled maps

Hi.
Does anybody know yet what the potential world size is? With world composition I could go pretty large, and also enable origin shifting, and you could pretty much go as big as you want.
How does it work here? What’s the equivalent of origin shifting here?

Also, what if I have a large, tiled, World Machine built world. How do I natively import it? Do I just enable composition, then convert it to World Partition?

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Layers are probably what we are supposed to use: World Partition - Data Layers | Unreal Engine Documentation
This solves the origin shifting problem but I couldn’t find any way to spawn actors into layers at runtime.
Tiling landscapes doesn’t seem to be the way to go anymore since they are not parented to the persistent level and thus cannot be sculpted seamlessly.
This is fairly new but I feel completely in the dark with this core aspect of my project.

+1 on this.

As a new UE user this aspect of UE5 is completely and utterly confusing to me.
I’m a 3D generalist/FX artist historically focused on 3D for film, and I’m just now getting into learning realtime as UE5 is the first time I truly feel like the workflow wouldn’t be too restricting. Little did I know just simply importing a simple terrain would be a huge issue, moreso as that tends to lay the very foundations of a project. Hard to do any other stuff when you can’t get past step 1, so this feels like a bit of an oversight (even though I know this is early access/beta).

I’ve tried both importing the entire terrain mesh as either an fbx file (around 4 mil points), or as a greyscale png heightmap. The single heightmap in a landscape is too lowres for a 1x1 km area, and the mesh with nanite enabled doesn’t generate proper collisions (only supports convex hulls as far as I can tell, and convex decomposition doesn’t capture nearly enough details).

I’ve spent well over a full day on trying to get tiling to work but as far as I can tell there’s really no easy way to just import say a 4x4 grid of terrain tiles outside of world composition? Seems kinda crazy to me since world composition is apparently outdated. And all this should be automated too for scaling up to more tiles later on, so manual workarounds shouldn’t be needed.

So my question now is, if we’re meant to use data layers… then how do we import tiled heightmaps as terrain tiles for said data layers? I assume the workflow would be each tile gets it’s own data layer and you then group any geometry within each tile to said data layer?

I really hope this workflow will be improved in the future, or that I’m missing something fairly obvious. Because right now I’m right back to completely turned off from working with realtime which is a huge shame, because there’s just so much potential now even outside of game dev.

Tiles still work and can be seamlessly sculpted on. You just import it from the normal terrain import process, not world composition.

If the name of your r16 files is like filename_x0_y0, filename_x1_y0 etc it will detect it if they are in the same folder.

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World composition?
We’re talking about World Partition here, I can put as many maps I want alongside my main map, there are ignored by the World Partition system, how do you manage to add several landscapes to a project only using Unreal Engine, with no external software?

I’d also love to know more about this. I’ve been using World Creator 2 and the standard import from file method (black and white .raw height map) as a means of getting my terrain in. However, when I upgrade my UE4 project to UE5, the entire terrain, and all the actors and foliage meshes parented to it are simply gone and I’m left with your standard minimal default setup with the chairs and table.

If anyone has any idea how to properly upgrade UE4 world comp to UE5 world partition, or even how to wrap their head around this seemingly easy to use upgraded version, that would be awesome.l

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