It’s a big map but not that big (4x4)
It has been running for more than 8 hours and barely reached 34%.
Not the best hardware but not a toaster either (5600X, 32G RAM, RTX 3070)
Seriously?
Hey there @DEV7591! That does sound excessive! Were there any errors in the log as things were building? May I know your specs and which version of UE you’re using?
Hi, engine version is 5.1.
There is no log, probably because the process was never completed.
I mentioned the hardware specs in the original post.
Apologies, I definitely read that but force of extreme habit . Depending on the map scale it could be running out of memory and hitching. That can quickly halt an otherwise fine map build. Are you generating just the minimap during the build or building all of the level flags at once? There’s a minor issue with HLODs and landscapes that can cause something like this, but only when rebuilding HLODs (to my knowledge).
Generating a World Partition Minimap can be a resource-intensive process, especially for large maps with complex geometry and assets.
However, 8 hours for a 4x4 map seems excessively long, even for a slower machine.
There could be a few reasons why the process is taking so long:
- Map complexity: If your map has a lot of complex geometry and assets, it can significantly slow down the minimap generation process. You can try simplifying the map by removing any unnecessary assets or simplifying the geometry to reduce the workload on the minimap generation process.
- Unreal Engine settings: There may be certain settings within Unreal Engine that are affecting the minimap generation process. You can try tweaking settings related to LODs, collision, and lighting to see if that improves performance.
In general, it’s recommended to generate the minimap on a high-end machine with a powerful graphics card, a fast CPU, and plenty of RAM.
You can also consider breaking the map down into smaller chunks and generating the minimap for each chunk separately to reduce the workload.
I tried to generate it using the commandlet, both within the editor and through command line. Will check again I don’t think I ran out of RAM during that process.
Definitively not the case, my map is pretty flat and I’m just starting populating it.
Is foliage taken under consideration here?
Yep
When I ran the tool from the command line I saw it was processing 3.8M cells, how is that possible? The cell size is the default one, I’m pretty sure the amount of cells of that size that fit in a 4x4 maps is not even close to that number.
RAM is not an issue, usage keeps steady at 40% while running the tool.
I still wonder why there are 3.8 million cells.
So cells are much smaller than the landscape partitions in almost all cases. For example, on this nearly 2km wide map, you can see my 4 current cells in the top left, but the map itself is massive in comparison, but is only 4 landscape proxies. The cells themselves won’t visually update until the build is done. At first it looks like the cells and map are the same, until you zoom out and see the landscape proxies displayed. (Though I agree 3.8 million is a massive number, going to see exactly what the scale of cells are to see how they match up).
Thank you, in case you can do it, it would be cool to see how many cells do you get from this map.
The command is
.\UnrealEditor.exe ‘D:\path\to\Your.uproject’ -run=WorldPartitionBuilderCommandlet YourMap.umap -Builder=WorldPartitionMiniMapBuilder -AllowCommandletRendering
And now that I mentioned it, this is taken from some random place since the documentation doesn’t even tell you how to run it outside the editor.
I’ll be running it through the internal engine build tool first to see if it could be a command arg issue or one built in to the engine. Alternatively if it is just that your map is actually 3.8 million cells then there may be a way to reduce the resolution of that map.
I got (77,77 grid) 5929 cells out of roughly 2km map size. So 3.8 mill seems far fetched all considering.
It could be that the commandlet doesn’t take into account a limit (though most commandlets work just like they do internally). Did the internal minimap build tool fail as well?
They don’t actually fail, I just cancel them because I can’t afford to have them running for a full day or more, but yes, both take that ridiculous amount of time, running it from the command line is probably a bit faster but still pointless.
What’s the rough distances for your map? I’ve only tested up to the 2x2km. Is there extreme verticality? There’s no rogue actors millions of units out laying around right? (also trying to rule out if it’s trying to get the skybox in but it’s base is usually center so that shouldn’t be effecting it) Trying to see if cell size correlates 1:1 to anything other than purely distance before taking a dive into the source. WP isn’t hyper complex, but it’s not a short dive.
It’s a 4033x4033 map
I’m not sure what would be extreme but don’t see anything weird there, the map is at around 0 and the skybox is at -10,000.
I can’t notice any.
Could it be the ocean water volume?
The unreal water plugin have made me waste days of work, it wouldn’t be a surprise if it’s the cause of the problem here too.
Meters yeah? If that’s the resolution it, depending on the scale it could be larger. You can check the distance of the map itself in the world partition window like this (or by dragging with middle mouse to get units/centimeters) for example this map is 510 meters
Ahhh… water system hmm. There is a small chance that could cause something similar. The outside (fake) water from the water zone could be causing it to try to generate outside of the play space, though it shouldn’t. I’m going to test that on my side as well, but if it’s alright, could you make a quick copy of that map, then on the copy take out the water zone and ocean and see if it changes the cell count.
Yeah! It was the skybox, I removed it and tried again, then the commandlet took about 8 seconds to generate the minimap. Your post above made me realize it was taking under consideration something else besides the landscape.
Thank you very much for the help!
That’s incredible! Great work, if you’re working on a desktop (or recent generation console) sky atmospheres and skylights should be fine to use.
had the same issue
minimap was taking forever to genarate (well over 12hrs) 16km*16km world partition map and had to cancel it as it was taking too long even after removing all skyboxes , same
then i found this :-
in UE5.3 add volumes (near end of list) is worldpartitionminimapvolume
add it and set the size and position of it to fit your landscape aria
run the build minimap and presto map done in under 10 mins with all the skyboxes still present in the level