these videos can greatly benifit from slowing down the pace, and really take time to explain things up a little bit , be it in a casual talking form or tight-editing form as you've made here... this form of explaination is more geared toward very experienced user, but not much so for the peopel who are just introduced to world partition, as they may get even more clueless after watching. just my grain of salt.
Yea in my experience, at least with the last video, I felt like the explanation was really random and unproductive. It's a long series so... I'm just hoping that the points randomly coalesce into some vivid picture..
I can't find some of the options you presented here, for example "Mini Map Tile Size" and "World Partition Editor Cell Size", also I'm not able to load sections in the Minimap by right clicking like you demonstrated here, I have to click and drag a window, then right click and chose Load Section. I'm on Unreal Engine 5.3.2, did they change something? (also I'm on the Linux version but that shouldn't make a difference, right?)
I created this video set on an older version of the engine. Epic completely changed how this works in 5.3. I have to create some updated videos that show the changes that they made to World Partition in 5.3 and later. Note that 5.3 has some serious bugs in World Partition, hopefully it will work for you.
Seems like they removed the function "world partition editor cell size" in 5.2 (just tried) ... and on a relatively small map 3x3km it takes forever to build the minimap. How much time did it take for you on this huge level?
Yeah, Epic really is changing features quickly and removing a lot of things, making it a real pain to keep videos in sync with the engine. Most of the features in UE5 take forever to build, they need to optimize their code much better. I did a World Composition to World Partition conversion and it took 26 hours on an R9-5950X 16-Core, 128GB memory, RTX-3090. The minimap was originally limited to a maximum 16k x 16k texture, so it would take a good 20 to 30 minutes for a large size texture.
So if I got this right...if I wanted smaller "landscape proxies" I should define that when importing my height map? because aftewards it is impossible to redefine? and as other said, whats wrong with epic, changin many parameters and code from 5.0 to 5.1 to 5.2 on this feature...
Why do you want to change it? For what reason? You can't create smaller Landscape Streaming Proxies for World Partition mode as the size is determined by the World Partition system as a fixed 511/1021 size. And if you are importing a small regular Landscape size less than or equal to 8129x8129, there is no advantage to using smaller Section/Component sizes, that just results in more render drawcalls and less performance, you always want to either use the Recommended Landscape Sizes on the UE5 documentation or let the World Partition importer use its default size. What you can control is the Cell Loading Distance.
I'm looking for an example of taking the default Open World template and displaying the entire map at run time in order to fast travel to any location. I want to understand this mechanic before diving into creating my own landscapes.
If this is for a HUD or Overview Map for the game, then that is typically done with a regular texture. You would create a colored texture in something like Photoshop, and import that as a standard UI Texture, and have it decorated as desired for waypoints. The UI Texture would be displayed as a standard HUD widget. You wouldn't "extract" the height data from the Landscape actor for many reasons, including performance. If your HUD map texture was a different resolution than the actual Landscape, you would just use basic math on the XY location to match it up for travel. You should be able to find many example videos showing how to create a HUD overhead map.
Thank you very much for your videos. Love them. When I unload cells, and I run the level as a game, all the cells are still loaded. What am I missing here? Thx for any little help and keep rocking!
The Loading Range setting determines at what distance the cells are culled from display. This setting is in world units of cm. However, there is a bug in this feature in up to 5.0.3, which will hopefully get fixed in 5.1, The bug causes some distant cells to still load when they should be unloaded.
@@demenzunmedia that explains the problem I am experiencing. I am testing the City Sample. And no matter what I tried to "not" load all the other cells, they always load and show up. But what's the current workaround? Saying, I only want to load or show in my entire game 4 cells. The rest, I don't need and shouldn't load at all. How can I achieve that? I figured out that the city Sample also uses Data Layers. However, even that didn't work. It's really odd. Because that seems to be the core feature using the World Partition. But what ever I am trying to use World Partition. It's not working. Any ideas how I could just load 4 cells in runtime, and all other cells should be ignored in game mode? I love your videos. Fantastic Tutoring. A short video tutorial demonstrating that feature with the city sample would be amazing. Thank you so much for all your help, highly appreciated!
Your instructions are not clear at all... you talk of landscape streaming proxy counts... but then we click terrain and have nubmers for component count , landscape proxy count and total component count... i have no idea what to use... the terrain is broken up to 8x8... component count = 16... landscape proxy count is 65... total component count 1024. You talk of editor cell size... where is that? Then in other locations you talk of minimap cell size? and grid cell size?..... seems like you are referring to different things but i have no idea what you are talking about or where. Then again this video is also built on an old verstion of UE5... so many options dont even exist. World Partition Editor Cell Size does not exist for example. Do you have an updated video?
This video is using UE5.0. Epic has changed or removed a pile of the Landscape features in UE5.3. Frustrating. I do have updated videos planned that discuss the new Landscape setup in 5.3. They won't be online though for a few months, I am a solo developer working full time on everything, and it is a lot of work to keep up.
@@demenzunmediathat makes sense. Thanks... not going to lie.. landscape is garbage... i stream with this now and half the time i crash after i stream different areas back and forth. I am hearing they are planning on replacing and removing landscape. I hope soon. Not to mention performance on landscape even with no material just tanks fps....
@@mindped - There are actually three terrain systems currently in UE5, all based on Landscape, but with different supported maximum sizes and component sizes. The announced new terrain system will now make that four, which is going to be even a bigger mess. Epic should just fix up World Partition and actually finish it. If you are getting crashing when the Landscape is loading new streaming proxies, then you have an issue with your system (video driver etc?). I have six computers of various hardware levels here for doing my development testing, and on every one of them the Landscape works just fine. What are your system specs? If you have something decent like a hex-core, 64GB, RTX-3080 or similar or better, you should be getting 80fps to 120fps with Landscape in World Partition mode. If you are getting less than that, there is something wrong or your system is not powerful enough. My R9-5950X 16-Core, 128GB, RTX-3080 easily gets 80-90fps at 2560x1440 on a large 8x8km through 16x16km Landscape, with a 5km view distance. My dual-Core, 16GB, GTX-1650 will only get 25-30fps at 1280x720 with a default large World Partition, with 2km to 3km view distance.
@demenzunmedia dual 3090s nvlink. 32 thread cpu... i gotta run some profiling but terrain is 8 k total broken up into 8x8 chunks by workd partitiilon. It gets constant pulsing lag spikes to 30 or 40 fps for split seconds.... just standing still... and itd 50 to 70 fos max... no material... just default.. its also build to nanite.. goal is to develop for 980 gtx being first dx 12 card.. so if terrain is that bad.. maybe ill just model terrain and import as banite static mesh... which sux because vegetation wont be auto at thst point..
@@mindped - That will be something odd with your computer then. I have seen a Xeon 24-Core, 512GB, RTX-3090 only get 50fps on a bare 8km or 16km WP Landscape as well, when it should be doing 120fps+. So there are engine/ driver/ hardware compatibility issues with UE5 Landscape. I have yet to figure out what the problem is with these 5% to 10% of systems that have issues. It doesn't seem to be a Nanite issue, or a World Partition versus World Composition issue, just a Landscape render issue. And if you look at the stats for render time, it just shows that the total ms is really high per frame, no real pointer to what the issue is. On my other systems here that I test on, which includes the R9-5950X, 128GB, RTX-3080, and an i7-6950X, 64GB, RTX-2060, and an i7-6800K, 32GB, GTX-1060, etc, Landscape just flies and performs really well, even with a grass foliage three-layer auto-material. Even on a wide range of other systems that I get beta testers to check for me, the Landscape works fine. So Epic has some issues to resolve. So if you have another system to test on, you will probably find different results. And you may not be able to develop on your main system without having performance issues.
these videos can greatly benifit from slowing down the pace, and really take time to explain things up a little bit , be it in a casual talking form or tight-editing form as you've made here... this form of explaination is more geared toward very experienced user, but not much so for the peopel who are just introduced to world partition, as they may get even more clueless after watching. just my grain of salt.
Yea in my experience, at least with the last video, I felt like the explanation was really random and unproductive. It's a long series so... I'm just hoping that the points randomly coalesce into some vivid picture..
Thank you for taking the time to make these. Very well explained. Cheers
Nice clear video lots of great information
Thanks, that was very helpful and very well explained!
I can't find some of the options you presented here, for example "Mini Map Tile Size" and "World Partition Editor Cell Size", also I'm not able to load sections in the Minimap by right clicking like you demonstrated here, I have to click and drag a window, then right click and chose Load Section. I'm on Unreal Engine 5.3.2, did they change something? (also I'm on the Linux version but that shouldn't make a difference, right?)
I created this video set on an older version of the engine. Epic completely changed how this works in 5.3. I have to create some updated videos that show the changes that they made to World Partition in 5.3 and later. Note that 5.3 has some serious bugs in World Partition, hopefully it will work for you.
Seems like they removed the function "world partition editor cell size" in 5.2 (just tried) ... and on a relatively small map 3x3km it takes forever to build the minimap. How much time did it take for you on this huge level?
Yeah, Epic really is changing features quickly and removing a lot of things, making it a real pain to keep videos in sync with the engine.
Most of the features in UE5 take forever to build, they need to optimize their code much better. I did a World Composition to World Partition conversion and it took 26 hours on an R9-5950X 16-Core, 128GB memory, RTX-3090.
The minimap was originally limited to a maximum 16k x 16k texture, so it would take a good 20 to 30 minutes for a large size texture.
So if I got this right...if I wanted smaller "landscape proxies" I should define that when importing my height map? because aftewards it is impossible to redefine? and as other said, whats wrong with epic, changin many parameters and code from 5.0 to 5.1 to 5.2 on this feature...
Why do you want to change it? For what reason?
You can't create smaller Landscape Streaming Proxies for World Partition mode as the size is determined by the World Partition system as a fixed 511/1021 size.
And if you are importing a small regular Landscape size less than or equal to 8129x8129, there is no advantage to using smaller Section/Component sizes, that just results in more render drawcalls and less performance, you always want to either use the Recommended Landscape Sizes on the UE5 documentation or let the World Partition importer use its default size.
What you can control is the Cell Loading Distance.
I'm looking for an example of taking the default Open World template and displaying the entire map at run time in order to fast travel to any location. I want to understand this mechanic before diving into creating my own landscapes.
If this is for a HUD or Overview Map for the game, then that is typically done with a regular texture.
You would create a colored texture in something like Photoshop, and import that as a standard UI Texture, and have it decorated as desired for waypoints.
The UI Texture would be displayed as a standard HUD widget.
You wouldn't "extract" the height data from the Landscape actor for many reasons, including performance.
If your HUD map texture was a different resolution than the actual Landscape, you would just use basic math on the XY location to match it up for travel.
You should be able to find many example videos showing how to create a HUD overhead map.
Thank you very much for your videos. Love them. When I unload cells, and I run the level as a game, all the cells are still loaded. What am I missing here? Thx for any little help and keep rocking!
The Loading Range setting determines at what distance the cells are culled from display. This setting is in world units of cm.
However, there is a bug in this feature in up to 5.0.3, which will hopefully get fixed in 5.1, The bug causes some distant cells to still load when they should be unloaded.
@@demenzunmedia that explains the problem I am experiencing. I am testing the City Sample. And no matter what I tried to "not" load all the other cells, they always load and show up. But what's the current workaround? Saying, I only want to load or show in my entire game 4 cells. The rest, I don't need and shouldn't load at all. How can I achieve that? I figured out that the city Sample also uses Data Layers. However, even that didn't work. It's really odd. Because that seems to be the core feature using the World Partition. But what ever I am trying to use World Partition. It's not working. Any ideas how I could just load 4 cells in runtime, and all other cells should be ignored in game mode?
I love your videos. Fantastic Tutoring. A short video tutorial demonstrating that feature with the city sample would be amazing. Thank you so much for all your help, highly appreciated!
Your instructions are not clear at all... you talk of landscape streaming proxy counts... but then we click terrain and have nubmers for component count , landscape proxy count and total component count... i have no idea what to use... the terrain is broken up to 8x8... component count = 16... landscape proxy count is 65... total component count 1024.
You talk of editor cell size... where is that? Then in other locations you talk of minimap cell size? and grid cell size?..... seems like you are referring to different things but i have no idea what you are talking about or where.
Then again this video is also built on an old verstion of UE5... so many options dont even exist. World Partition Editor Cell Size does not exist for example. Do you have an updated video?
This video is using UE5.0. Epic has changed or removed a pile of the Landscape features in UE5.3. Frustrating. I do have updated videos planned that discuss the new Landscape setup in 5.3. They won't be online though for a few months, I am a solo developer working full time on everything, and it is a lot of work to keep up.
@@demenzunmediathat makes sense. Thanks... not going to lie.. landscape is garbage... i stream with this now and half the time i crash after i stream different areas back and forth.
I am hearing they are planning on replacing and removing landscape. I hope soon.
Not to mention performance on landscape even with no material just tanks fps....
@@mindped - There are actually three terrain systems currently in UE5, all based on Landscape, but with different supported maximum sizes and component sizes.
The announced new terrain system will now make that four, which is going to be even a bigger mess. Epic should just fix up World Partition and actually finish it.
If you are getting crashing when the Landscape is loading new streaming proxies, then you have an issue with your system (video driver etc?). I have six computers of various hardware levels here for doing my development testing, and on every one of them the Landscape works just fine.
What are your system specs? If you have something decent like a hex-core, 64GB, RTX-3080 or similar or better, you should be getting 80fps to 120fps with Landscape in World Partition mode. If you are getting less than that, there is something wrong or your system is not powerful enough.
My R9-5950X 16-Core, 128GB, RTX-3080 easily gets 80-90fps at 2560x1440 on a large 8x8km through 16x16km Landscape, with a 5km view distance.
My dual-Core, 16GB, GTX-1650 will only get 25-30fps at 1280x720 with a default large World Partition, with 2km to 3km view distance.
@demenzunmedia dual 3090s nvlink. 32 thread cpu... i gotta run some profiling but terrain is 8 k total broken up into 8x8 chunks by workd partitiilon. It gets constant pulsing lag spikes to 30 or 40 fps for split seconds.... just standing still... and itd 50 to 70 fos max... no material... just default.. its also build to nanite.. goal is to develop for 980 gtx being first dx 12 card.. so if terrain is that bad.. maybe ill just model terrain and import as banite static mesh... which sux because vegetation wont be auto at thst point..
@@mindped - That will be something odd with your computer then. I have seen a Xeon 24-Core, 512GB, RTX-3090 only get 50fps on a bare 8km or 16km WP Landscape as well, when it should be doing 120fps+. So there are engine/ driver/ hardware compatibility issues with UE5 Landscape. I have yet to figure out what the problem is with these 5% to 10% of systems that have issues. It doesn't seem to be a Nanite issue, or a World Partition versus World Composition issue, just a Landscape render issue. And if you look at the stats for render time, it just shows that the total ms is really high per frame, no real pointer to what the issue is.
On my other systems here that I test on, which includes the R9-5950X, 128GB, RTX-3080, and an i7-6950X, 64GB, RTX-2060, and an i7-6800K, 32GB, GTX-1060, etc, Landscape just flies and performs really well, even with a grass foliage three-layer auto-material. Even on a wide range of other systems that I get beta testers to check for me, the Landscape works fine. So Epic has some issues to resolve.
So if you have another system to test on, you will probably find different results. And you may not be able to develop on your main system without having performance issues.