It seems some new features and some fixed bugs related to World Partition made their way into 25.10. I think I’m experiencing problems, but it’s hard to be certain.
Loading Range in World Partition Settings now seems to be working, or at least working differently. As a result, my island’s memory usage is suddenly far higher than it was before, putting me way over the limit (I was previously ~94,000 and now I’m at ~108,000). Is this new number correct? I have reasons to distrust what I’m seeing because there seem to be other bugs…
HLODs now seem weird. I’ve built HLODs with a bunch of different settings now (this takes a while), and I’m seeing all kinds of strange new behavior. Buildings pop in suddenly where previously they stayed loaded, while other buildings (or their low LOD versions?) are suddenly found floating over the (now suddenly broken) ocean, as in the screenshot below.
@budz_potatojin Thank you for your report! We would like to look into this further, would you be able to submit a bug report using the form available here? Fortnite Creative
This is kind of a blocker for me, because now my island is way over the limit AND streaming/LOD seem completely broken, making memory optimization unreliable or useless.
I also have before and after private island codes I could share, which show the sudden change in behavior and memory usage, with the only major change being upgrading to 25.10.
On a hunch, I changed the way all the buildings on my map were set up.
Previously, I organized building actors by attaching them to an empty Blueprint Static Mesh. After seeing all the low LODs clumped together in the screenshot above, I wondered if maybe that parenting was screwing up the HLOD distance calculations.
So I detached everything (everything is now organized in folders instead), and sure enough: the floating buildings are gone, and with an appropriate Loading Range in World Settings, my Memory Usage is now WAY down (from 108,000 to 77,000…). I wonder if other people effected by this issue might have a similar cause…
The ocean is still broken, though. No idea what’s happening with that. Another member on my team has a broken ocean on a mostly-empty test map as well. Would love to hear more about this…
Les hlod ne s’affiche plus avec la dernière mise à jour ces pour ça que ta mémoire a grandi moi je suis passer de 56 000 a 165 000 pour l’eau tu dois les sélectionner puis couper juste après tu fais générer les hlod puis quand s’est fini tu colles pour refaire revenir l’eau si tu fais pas ça sa écraseras toute l’eau sur ta carte. Est pour la partition minimap ces pour la minicarte en haut à droite mais j’ai essayé il ne fonctionne pas.
As I said in that other thread, prior to 25.10, the loading ranges you were specifying in the World Partion section of the World Settings were ignored, and hardcoded values were used.
So if you had modified this settings, you went from the hardcoded 27500 to the actual value in that field.
The water issue is likely unrelated, I’ll ask around and see if I can find the source for this.
You seemed to have played with the world settings already. Just be aware that each time you change the World Partition Cell Size, you will need to rebuild HLODs to get correct results. Not doing this will cause all kind of issues like missing HLODs or HLODs overlapping with loaded actors. 25.20 will improve this and will invalidate HLODs in this case, so they won’t be seen.
I didn’t build HLODs in my map and still got the memory increase issue. (+40k)
I even built then removed the HLODs manually to prevent memory increase, are they still being built/used silently ?
Also, can you explain why does the World Partition Cell Size affect HLODs, for me, both were processed independently (out of cell range = no display, inside cell range = display if actor’s desired draw distance above player’s distance from actor then use HLODs to define the mesh quality)
Would also be really really great to know what the team did in that patch note so we know what we’re dealing with… (@Stevie-Moon)
My memory calculation for my map prior to the update was 26,000 and post update it’s 103k & over budget. that’s a huge jump. is this a bug that will be fixed or are you saying that the 103k is the actual memory of the map?
Thanks for the detailed description. This matches my experience exactly.
I was only able to piece it together thanks to a comment I read from @Conan_Reis about 25.10 including a fix for Loading Range.
The extra twist for me was the (incorrect?) way I’d been nesting actors, which seemed to throw off HLOD calculations, making it all worse/more complicated.
Also agree with @im_a_lama that it would have been nice to see this new (fixed) feature mentioned in the release notes instead of requiring detective work…
If anyone still having this issue, I duplicated the level and used the new duplicated level inside the GameFeatureData, it seem to got it working again. Still had to reduce the loading range drastically but I’m under 100k now.