World Partition

Hello,i am using Unreal Engine 5.2 and I am very close to beta testing.I would like to use World Partition to make my open world game more optimised. I tried Tools->Convert Lvl and after a while i get a window that says Conversion Failed.How could i fix that?

I can share the log for more info

It would be a massive help if anyone has any ideas i could try to solve that issue.Any help is appreciated.

Hello there @B4ckto1obby!

The Conversion failed error could be triggered by many factors, if you can provide the log here, we can try to pinpoint the exact cause. In the meantime, there are general fixes for WP, tested across the community, that can be implemented here:

  • Make sure your project has no active redirectors during convertion, simply right click on content browser and execute “Fix Up Redirectors”

  • Confirm that you are only targeting the main level for conversion, not a sub-level

  • If you were using “World Composition”, the feature could clash with WP, disable it before your next attempt

  • As a test, migrate your main level to a clean project, and try converting it from there, to isolate the issue

Additionally, I suggest following’s UE’s extensive world building guide, for best practices on how to manage and control your level:

Hello and thanks for the reply,i tried most of these fixes.Migrating my lvl to another caused a crash iirc

i then tried to convert my lvl

sadly the issue still persists
here is the log for it :

0yQ1z6D(1).txt (194.8 KB)

Hello again!

Thanks for sending that log, I think we can pinpoint a more specific cause for your scenario now. There are multiple calls tied to Foliage assets in conflict, with one particular entry, most likely tied to corrupted data:

> Error: Asset ‘C:/Users/Thanos/Documents/Unreal Projects/SisterTearV16/Content/FoliageTypes/SM_FlowerGroup_01_FoliageType.uasset’ cannot be saved as it has only been partially loaded

In order to fix the problem, navigate to SM_FlowerGroup_01_FoliageType.uasset’s location, right click on it, and select either Reload or Reimport. Alternatively, duplicate the asset and delete the original. If the issue persists, I would disable all instances of SM_FlowerGroup_01 from your foliage tool, then test the WP conversion again.

As for other foliage conflicts, please check your assets for any broken references, invalid meshes, or missing materials, via running “Validate Assets” on your FoliageTypes folder. Hope this helps!

Hello, i tested it,reloading the Foliage Type didnt help unfortunately.Deleting the instances from the foliage tool did work(in the sense that it didnt show up as an error in the log) but for some reason every time I did that, another foliage related type of error came up

εικόνα

I’d like to avoid deleting every foliage instance from my world if possible.Is there anything else i can try?Starting to lose hope on World Partition.Will it optimize my world since i am on 5.2?I’ve been told versions prior to 5.6 have some performance issues like stuttering caused by it

Of course, removing all foliage would not be ideal. For testing purposes though, it would be a good method to isolate the problem and ensure it’s only tied to those elements. If possible, make a quick WP test with all foliage disabled.

Checking the WP documentation, there is a separate value for foliage grid size. If part of your foliage actors are not included in your current grid, this will trigger the partial load error. We may need to run the commandlet to change the grid’s size value. From the doc:

World Partition Foliage Builder

In a World Partition map, the default Instanced Foliage Grid Size for Foliage Instances is 256 meters. The World Partition Foliage Builder commandlet is used to change the Instanced Foliage Grid Size for existing World Partition level.

Command: UnrealEditor.exe QAGame Playground.umap -run=WorldPartitionBuilderCommandlet -Builder=WorldPartitionFoliageBuilder -NewGridSize=Value

Hello,in the same project i have created several (almost empty) WP levels(basic ones that dont contain any foliage,landscape materials or heavy blueprints really so I assume the problem may have to do with either my foliage or how heavy my scene is perhaps?I’ve also attempted to use the commandlet before but without any success

So what you are saying is that I should first try and use this command for Foliage Builder and then attempt once more to convert my lvl?

Indeed, the log showed quite a few entries of heavy load in your project, most likely related to foliage. If the command let is not working , it may need a bit of reformating for your scene’s structure. Please check the documentation entries directly related to this process:

Also, I would suggest once again to run a convertion test with all foliage disabled, in order to rule out the issue’s origin. Since you mentioned other levels with no foliage, but heavy blueprints present, this could be tied to the issue as well. Running a test with no foliage at all will give us that answer.

Nope sadly i got the same error.At this point, I believe it may be best for me to stick to other tools for performance(like draw distance , work with the profiler etc.)