I am using World Partition to import and manage a large tiled landscape build in WorldMachine. This work great in principle, and I really love this feature. However, when using Virtual Textures the import fails (or rather the engine crashes) when importing a landscape with a heightmap greater than 16k It seems that World Partition merges the whole landscape and manages it as one using its grid system (great!) but also tries to create one large virtual texture for the whole landscape (which quickly exceeds the systemâs limits in terms of texture size).
I was wondering if my observation is correct and if there is an âofficialâ way to handle these kinds of situations?
I second this. I was really hoping for some documentation on recommended practices for large scale landscape actors (and importing their tiles) in UE5, and how they should work with the nanite workflow.
You can simply import the landscape via the âImport fileâ option in the Create Landscape dialog, just pick a file from the tile set and the engine will detect all of them (it doesnât seem to like if there are other file types like png in the same folder though). It will then import all of them as one big landscape, but you can selectively load and unload grid cells in the âWorld Partititonâ dialog.
No issues here. Yes, I use *.r16 files. When I select the first tile, UE5 will correctly detect the others and calculate the overall dimensions. Are your tiles already in a UE compatible size (like 4033x4033 instead of 4096x4096)?
If you like to try my files Iâve put a zip file (about 200MB) with 16 tiles (4x4 of size 4033 each) here and see if it works for you as well.
Your tiles works fine for me Rastar, i donât know why mine arenât⊠It was fine with World composition.
i use 505 res tiles (since my world is very big) but i always end up with weird numbers.
My total res is around 36kx36k but in the import tool, the auto detect display 3 options, â120kx10k, â10kx120k, and the right one.
If i import with the auto detect unchanged (120kx10k) the tool process with no issue at all but obviously the result isnât good, if i try to change between the 3 options to select the correct one, the preview disappear and theengine crash at import.
At first i thought it was because of a memory issue and i tried to import only 4 tiles of this big world. Well⊠The problem is still there even with only 4 tiles T_T. If you can try my files : Here
Iâm using World Creator, so⊠If somebody can try it and confirm there is no issue ?
Did someone found a way of converting a world composition map to world partition?
My world composition map is made of thousands tiles. Exporting every proxy heightmap, renaming them all âx00_y00â, âx00_y01â, etc. loading them all to move every mesh in the persistent level, would take way too much time
Hello, after some research there is a case to enable in the project setting (in world partition part) that allow you to convert a Word to a partition world by open it, a pop-up come a tell your if you want to convert it and replace or copy it.
Whenever, when I try this I crashed. Try it an tell me
After Trying to import and have the game sort all of the files out iâve found this workflow works.
Export Level â FBX 2020
Import into New Project - When Asked to partition the level DECLINE
GO to ADD CLASS â NAME YOUR WORLD PARTITION COMMANDLET
Then put the map/level name in (no need to add the .map or .uasset / ex. L_MAIN_MAP not L_MAIN_MAP.umap