I’m starting to try out the world partition and can’t wrap my head around the landscape streaming. i’m testing it on 5.4.1 right now.
The setup: I have a world-partition level with a single grid and a few enemies on this level. An enemy is ACharacter which is mostly default characters (hence, affected by “gravity”). And I have a killZ on this level.
The problem is: During movement the landscape patches(or whatever they called are) are streamed out ealiers than actors are, which leads to enemies falling through the floor down to killZ.
To my understanding, the root of issue is that landscape patches are also actors which are considered for streaming based on… its center? which doesn’t make sense considering their sizes relatively to character size. For now i’m out of ideas how i’m supposed to solve this?
While writing the question i’ve got idea of trying to use the two grids, and so far it seems to work.
One grid is for enemies with relatively small loading range
Other grid is for landscape with loading range comparable to landscape patches size
It didn’t work for me to set a Runtime grid in a Landscape itself, but setting it for all the patches (Landscape streaming proxy) manually seems works fine.
upd: @5.4.2 world partition just sucks. two grids doesn’t help at all, as only landscape loads properly on a grid with a large load radius. But static meshes - no, they loads after the actors that on a grid with a lower load radius. Even if you check use Sync loading nothing changes at all. There also was some topic claimed that cvars with something along the lines don't promote actor to higher hierarchy level should help, but it doesn’t work aswell.
I’m ended up with permanently loaded platforms below the critical points where actors where loaded improperly.
Well, won’t recommend using WP seriously at 5.4. And absolutely don’t try to use it on lower versions, there things are way worse.