UE5 World Partition Part 1 Concepts

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Demenzun Media

Demenzun Media

Күн бұрын

TerreSculptor Tutorial Video.
Unreal Engine 5 World Partition Part 1 Concepts.
The basic concepts for using the Unreal Engine 5 World Partition system.
Copyright ©2022 Demenzun Media. All rights reserved.
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Chapters:
00:00 Introduction
00:23 World Partition
01:16 Landscape Properties
01:39 Landscape Sizes
02:50 Landscape Importer
03:32 Tile Sizes
05:02 One File Per Actor
05:56 System Requirements
08:22 Cell Size
09:41 Cell Loading Range
11:08 World Partition MiniMap
11:55 MiniMap Texture
12:56 HLOD Notes
13:16 Keeping Actors Visible
13:37 Issues
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TerreSculptor by Demenzun Media
This video was created by Demenzun Media in British Columbia Canada.
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Пікірлер: 120
@demenzunmedia
@demenzunmedia 2 жыл бұрын
Note that in UE5.3 you have to Disable Edit Layers in order to get heightmaps larger than 16321x16321. Otherwise with Edit Layers Enabled you are limited to DXT_TEXTURE_MAX. I need to clarify some of the information on the MiniMap cell sizing. It is based on the World Partition Editor Cell Size value specified on the World Settings tab. Perhaps I should dedicate part of another video just on the MiniMap and how to use it properly. Also, the Preview Grids function doesn't work properly at certain video resolutions, on my computer, 1920x1080 is fine, but at 3440x1440 and the grid lines move all over.
@steven3314
@steven3314 2 жыл бұрын
This series is really helpful for my open-world games, thank you.
@demenzunmedia
@demenzunmedia 2 жыл бұрын
@@steven3314 - No problem. I will be adding a few more videos to the World Partition Series over the next couple of weeks. I will be diving deep into statistics and information that is probably not on most other videos on KZfaq.
@MeikoKusanagi
@MeikoKusanagi 2 жыл бұрын
Is there any way to solve this resolution bug? Unfortunately I have a 4k monitor and the whole thing is a bit frustrating.
@demenzunmedia
@demenzunmedia 2 жыл бұрын
@@MeikoKusanagi - Do you mean that the World Partition Grid moves around the screen when you move in the viewport? You will have to wait for Epic to fix it.
@MeikoKusanagi
@MeikoKusanagi 2 жыл бұрын
@@demenzunmedia Yeah that bug. Ill have to wait then.
@CrowBiomes
@CrowBiomes Жыл бұрын
I love this series and appreciate the numerous hours you put in for benchmarking and testing. Now I'm off to binge watching the entire series!
@DeeOdzta
@DeeOdzta Жыл бұрын
Great technical series thanks for collecting and presenting this information for developers.
@JuanFernandez-ti5bv
@JuanFernandez-ti5bv Жыл бұрын
Thank you very much for this, I am missing (so far) many of the fundamental concepts in UE.. you channel definitely helps to understand better.. keep it up! +like
@RealDaveTheFreak
@RealDaveTheFreak Жыл бұрын
I can't thank you enough for these tutorials. I was just about to give up and simply create a 8129 landscape and scale it by 1000.
@eggZ663
@eggZ663 2 жыл бұрын
You sir, are a legend! Please send this to unreal so they can update their docs :)
@m1sterv1sual
@m1sterv1sual Жыл бұрын
This is gold!
@sahyejrah8209
@sahyejrah8209 Жыл бұрын
i love you bro, you saved my project
@unrealitybites
@unrealitybites 2 жыл бұрын
Such a useful series. The "spatially loaded" flag was exactly what I needed to ensure my ocean always appeared in the level.
@demenzunmedia
@demenzunmedia 2 жыл бұрын
Thank you. Additional videos in this series are still being developed.
@jameskalin3311
@jameskalin3311 Жыл бұрын
A very informative video thank you
@Sylwester-Sajdak
@Sylwester-Sajdak 2 жыл бұрын
Good Job! Thank You!
@likelydone1781
@likelydone1781 Жыл бұрын
Thank you for your content! You're amazing!
@demenzunmedia
@demenzunmedia Жыл бұрын
Thanks.
@wolfiedgr8t
@wolfiedgr8t 2 жыл бұрын
Thanks for sharing 👍
@parthsoni3880
@parthsoni3880 Жыл бұрын
I believe Landscapes do support HLOD now. That feature has become extremely useful for creating nature scenes with varying degree of heights :) Excellent Video!
@IamNeighborlee
@IamNeighborlee Жыл бұрын
Any way to align levels added later to ue5.1 project so as in engine v 4.27, they line up , if not what approach would be best?
@improvementTime10.3.17
@improvementTime10.3.17 Жыл бұрын
10:00 cellloading range + specs
@peacefusion
@peacefusion 6 ай бұрын
Hey, love your videos. I have a question. How does system requirements affect the end when packing files. Will a 16vram and 6gb gpu do the trick? Or will building fail for a total map that is 15 km? I can manage to import the 7680 map, but when adding more land to expand to 15360 in Unreal, will the Unreal landscape build fail?
@demenzunmedia
@demenzunmedia 6 ай бұрын
Thanks. I have tested the memory usage on packaging a game with eight 16321 x 16321 maps, and the amount of RAM memory used was about 50GB. However, if you have less physical RAM, the packaging process may be able to use Virtual Memory, so make sure that you have a large Page File specified on your fastest drive. This may entail creating a manually sized Page File, as the default size may be too small. I haven't tested VM usage with packaging, I could test it on my 16GB RAM system to find out.
@peacefusion
@peacefusion 6 ай бұрын
@@demenzunmedia welp, today I tested a 7680x7680 map. I was able to import the first one, then extend the land to paste import the second. Pc does slow down when editing the 15360 world, but its not bad for a 1660 6gb, 16vram computer. Im curious whether this 15360 map will build when doing the package. Lods work as normal.
@CatherineScott1
@CatherineScott1 2 жыл бұрын
Thanks so much for this video series I have been waiting a while for it. Over the past few months while trying to find a way to import very large portions of the world (continents) I was wondering if it is possible to scale everything down in TerreSculptor or World Machine before importing into UE5. For instance, if my character is 2m/6ft tall and I reduce their height to 1m/3ft tall and do that to the landscape as well will that give me any performance streaming benefits? I am still new to these systems and perhaps the answer for everyone else is simple. I am really looking forward to the rest of the series.
@demenzunmedia
@demenzunmedia 2 жыл бұрын
You can scale the entire world's actors down, and that has the immediate benefit of giving you a Landscape of an apparent twice the size if you keep the Landscape size the same. An 8km Landscape at one half player scale would become a 16km Landscape. You may have to change the Scale Z though for elevation range. The downside is that the Landscape Scale XY would still be one meter, so in the mini world the Landscape scale would be the equivalent of two meters. That would also effectively make the streaming distance twice as far in the mini world, which should improve performance.
@CatherineScott1
@CatherineScott1 2 жыл бұрын
@@demenzunmedia That sounds promising... now all I have to do is to not screw up the math lol. I will keep looking to get that nailed down. Thanks again.
@chris_carrigan
@chris_carrigan 3 ай бұрын
When building a landscape the option is now 225x225 quads which gives 8161 - do you know if this is now the new standard?
@demenzunmedia
@demenzunmedia 3 ай бұрын
That is for if you are creating a manual Landscape as opposed to importing a heightmap. 8161x8161 has always been the largest Landscape size using the numeric control entry. See the UE5 Landscape Technical Guide for the Recommended Landscape Sizes and what values to use.
@zimlo9784
@zimlo9784 2 жыл бұрын
cool work! Can i ask if you have any tutorial on how to import it on blender? does it work on Eevee?
@demenzunmedia
@demenzunmedia 2 жыл бұрын
As far as I know Blender cannot import heightmaps directly as terrains. You would have to export from TerreSculptor as a mesh format such as Obj or STL and import that into Blender. Or use the heightmap as a bump offset or displacement in a material.
@zimlo9784
@zimlo9784 2 жыл бұрын
@@demenzunmedia thanks!
@r-m-c
@r-m-c 2 жыл бұрын
Do you know how to visualize the loading cell range in UE4 world comp.? Like in the first preview trailers of UE5 world partition? Without knowing how, I activated it once, but I can't find any reference to it anywhere. You can unlock the landscape actor transformations in UE4 world composition and reposition all tiles at once, at least in z-axis, not tryed horizontally, (right click on landscape actor before loading any tiles, it relocks at new position automaticly after releloading). Foliage will automaticly reposition after reload, if the volume is still in range of landscape. Volumes and actors position need to be agiusted manually. 😉
@demenzunmedia
@demenzunmedia 2 жыл бұрын
The World Composition Landscape Transform can be unlocked at any time to change the Landscape transform properties, even after the Levels are loaded. But it is originally locked because actors don't move with the changes. In World composition the Transform is not locked by default.
@kevinlong6278
@kevinlong6278 11 ай бұрын
By the "3 intermediate sizes", are you saying a rectangular shape could be made if one of these is used?
@demenzunmedia
@demenzunmedia 11 ай бұрын
The Intermediate sizes are only if you are creating a single landscape that is in the Recommended Landscape Sizes category, such as 2017 or 4033. The Intermediate sizes are three additional sizes that will work along with the Recommended Sizes, such as 3025 or 6097. So you could create a valid terrain that is 3025x3025. It isn't for creating rectangular terrains. In theory you could do rectangular with 8129x4033, it has nothing to do with the Intermediate sizes of 1513, 3025, and 6097, they are just three more valid sizes that work and have optimal component counts. World Partition has its own set of optimal sizes which are calculated as (511 x N) - (N - 1). Those sizes should be used rather than the Recommended Sizes.
@BernhardRieder1
@BernhardRieder1 Жыл бұрын
very good. thank you so much. How can I make sure, that unloaded cells from the world partition mini-map, will not be loaded in runtime (game mode)?
@demenzunmedia
@demenzunmedia Жыл бұрын
Cell loading is determined by the Loading Range property.
@BernhardRieder1
@BernhardRieder1 Жыл бұрын
@@demenzunmedia yes, but I guess as you mentioned. It seems that feature is broken and doesn't work right now as it should. I wonder if there is a workaround. If not, is it possible to delete cells instead of unloading them? How would that work? I am currently testing the city sample. All I want to use are 4 cells. The rest of the map shouldn't be loaded or used in runtime. If the Data Layer doesn't seem to work and the Loading Range Property is buggy... hmm.. how can I achieve that? Maybe just deleting all the other cells I don't want to use? But how to do that?
@demenzunmedia
@demenzunmedia Жыл бұрын
@@BernhardRieder1 - There is no workaround, it will require Epic to fix it.
@BernhardRieder1
@BernhardRieder1 Жыл бұрын
@@demenzunmedia hmmm.. and what if I want to use 4 cells in another project? Just exporting the geo that is on 4 cells? When I migrate the level, I do have the same issue. So I wonder what I could do, if I just want to use the geo that sits on 4 cells. Even if I have to create a new project, that's fine. But isn't there any recommended way to do that? Again, thank you sooo much for all your video tutorials. They are simply the best!
@demenzunmedia
@demenzunmedia Жыл бұрын
@@BernhardRieder1 - The Cell system in World Partition is totally different than the Level system in World Composition.
@unrealdevop
@unrealdevop 2 жыл бұрын
Does anyone have any information on how a landscape using procedural foliage actors should be handled when it comes to World Partition....I've quite literally found no information what-so-ever anywhere on the entire internet that even mentions this...which I find extremely odd considering that World Partition is supposed to be for Open World Landscapes and yet no one apparently knows how to setup Procedural Foliage Volumes with them.....
@demenzunmedia
@demenzunmedia 2 жыл бұрын
I will have a video in this World Partition series regarding methods of using foliage. I haven't finished fully researching it yet, so I cannot at this time answer any issues with Foliage Volumes. I should be getting to this step in the next week.
@unrealdevop
@unrealdevop 2 жыл бұрын
@@demenzunmedia That would be great man, I'm really glad to hear that. I'll continue researching to see what I can dig up until then.
@Comandante_
@Comandante_ 10 ай бұрын
I created two landscapes. How can I merge them and create an actual minimap for world partition, not just squares?
@demenzunmedia
@demenzunmedia 10 ай бұрын
Landscapes cannot be merged. And they usually cannot be positioned adjacent because the edges of the Landscapes have UV issues which messes up the material along the edges. The closest that can be done is to export the Landscape heightmaps and stitch them in external software like TerreSculptor, then re-import as a single Landscape. The World Partition Part 2 video discusses building MiniMaps. Depending on the size of your Landscape and which version of Unreal Engine you are using, you may have difficulties with getting the MiniMap to work.
@Comandante_
@Comandante_ 10 ай бұрын
@@demenzunmedia thank you🙏
@demenzunmedia
@demenzunmedia 10 ай бұрын
@@Comandante_ - Regarding the MiniMap, Epic removed the properties that allow you to edit the size of the MiniMap in UE5.2 and UE5.3, I have no idea why they would do that. So in those engine versions you have to just choose Build MiniMap on the Build menu, and if it doesn't work, there is no way to get around that with the changes Epic made to the engine. With UE5.0 and UE5.1 you can change the MiniMap properties in order to create a smaller texture to get it to properly build.
@OoJxCorrey
@OoJxCorrey Жыл бұрын
Hey, I have the Problem that on my 160 sq Km overall with 8 x8 Landscape i have to set the View distance of the Grid bout 512 and loading Range to 20000 cause when i use bigger Values it will run out of memory on Build HLOD. I have a Ryzen 9 5900X, 64 Gb DDR4 RAM, RTX 3080 and all on a 980 Pro SSD. i get 45 FPS on PIE. If i delete the Foliage i have, i´ll get 90 FPS but i have to make the Gridsize way Bigger and have to add way more Foliages. How could i adchive that? Do i have to add a Streaming source on the Player?
@demenzunmedia
@demenzunmedia Жыл бұрын
If your foliage is eating up a good portion of the performance, then you could either decrease the foliage render distance, or change to a better foliage with better LODs so that it renders at a lower performance hit mesh in the distance.
@OoJxCorrey
@OoJxCorrey Жыл бұрын
@@demenzunmedia I've already done that, but what better way to manage all of this through HLOD's? the other question is if you say that the visibility should be 5 KM, how do you not run the risk of loading other grids and thus more assets? Have you tried to fill your cards with Foliages so also optimized? and then what the FPS says?
@demenzunmedia
@demenzunmedia Жыл бұрын
@@OoJxCorrey - The view distance should be whatever is the shortest that you can get away with for the design of the levels. If this is a large open world map similar to RDR or GTA, then you need at least a 3km to 5km view distance. If the level design has thick fog then you can probably decrease the view distance to 1km or less.
@OoJxCorrey
@OoJxCorrey Жыл бұрын
@@demenzunmedia Well i´ve found a weird Solution for me to work. I can choose any size of Grid and have no impacts. If i Build HLOD i have to make the Grid very Small. Its not a proper solution and no workaround but i can work on my Project.
@riptor4532
@riptor4532 Жыл бұрын
Did you just max out all the values in the landscape window when creating your world? Which would mean you're working with an 8k resolution heightmap. If you did this... I would strongly recommending trying a new map with a 4k resolution heightmap, but scaled up at 200% (which gives you the same surface area as 8x8). Or if you REALLY want to optimize for performance which is what I'm doing, lower it to a 2k resolution heightmap and scale up to 400%. (still same surface area as 8x8) Unreal Engine for whatever reason begins to fall apart when you have a landscape resolution greater than 2k. The only trade off I've seen is if you scale up too much @2k your terrain will start to get more and more polygonal, as in flatter edges as opposed to more natural looking curves. So you need to find a balance.
@ivanm.612
@ivanm.612 11 ай бұрын
You are wrong about HLODs In U5.2.1 I tested yesterday a 8129px x 8129px. I have an older PC rtx 2060 6gb and 16gb ram. It got through and left me with about 72Mib Texture. Then after building HLOD it worked perfect and I let it only build up to 20% and cancled. Texture pooling message went away. Fps about 116 medium scale. About 50fps in cinematic. And fully playable without crash. Sure there was no material put on. In my opinion better use a 4033 map and scale it up times two.
@demenzunmedia
@demenzunmedia 11 ай бұрын
This video was released before UE5.2 was available. World Partition Series video Part 13 discusses HLODs in 5.2 and 5.3.
@james_karst8825
@james_karst8825 2 жыл бұрын
is it possible to share the landscape material and grass assets you used ? I cant find anything similar in the marketplace
@demenzunmedia
@demenzunmedia 2 жыл бұрын
The Grass is from the Epic KiteDemo, free on the Marketplace. The AutoMaterial I can probably add onto an inexpensive Marketplace item that I already have, it would take a couple of days to get it approved.
@james_karst8825
@james_karst8825 2 жыл бұрын
@@demenzunmedia thanks a lot for that
@demenzunmedia
@demenzunmedia 2 жыл бұрын
@@james_karst8825 - I have added my AutoMaterial to the RGBAK Master Material product on the Marketplace. As soon as that is updated by Epic in the next couple of days, if you want the Material you will be able to get it there. Search the Marketplace for "RGBAK" and you will find it.
@james_karst8825
@james_karst8825 2 жыл бұрын
@@demenzunmedia thank you very much this is helping me a lot
@james_karst8825
@james_karst8825 2 жыл бұрын
@@demenzunmedia It worked way better than I expected I also did not thought that the grass would be already painted on the terrain , this saves a lot of time , I'm entering the UE5 lighting master competition as a student , I'll make sure to credit the terresculptor and rgbak master material at the end of the 30 sec clip
@touristhawk
@touristhawk 4 ай бұрын
i don't know how does that hlod and world partition stuff help making games have large worlds like rdr2. whats the point if a grid disappears/unloads from a distance. what are we going to see when we are at top of a mountain 🤔
@demenzunmedia
@demenzunmedia 4 ай бұрын
If the HLODs are working properly, then the entire terrain is visible.
@unrealengine5-storm713
@unrealengine5-storm713 2 жыл бұрын
I'm assuming there's a reason why the import system imports all the data at once chunking away at your memory....why can't there be a system that loads a tile, unloads it, loads the next tile, unloads it etc
@demenzunmedia
@demenzunmedia 2 жыл бұрын
I agree. I haven't looked at the UE5 source code, but it sure acts like they are creating all Landscape Component textures at the same time, without swapping them out of memory when complete, eating up all of the video memory, both dedicated and shared, requiring large amounts of memory to get that function completed. On the surface it looks like bad/lazy programming to me. I shouldn't be limited to a maximum import of 44km x 44km with 128GB of main memory and an RTX-3090 24GB. The World Composition to World Partition Conversion is the same deal though, bad/lazy programming, for me to convert a 1024 sq km world took more than 26 hours on my R9-5950X, 128GB, RTX-3090. At no time did it ever go above 5% CPU usage and 0% GPU usage.
@unrealengine5-storm713
@unrealengine5-storm713 2 жыл бұрын
@@demenzunmedia Once more. It is my understanding that for multiplayer that the world partitioned map needs to be fully loaded in. I can't even imagine the memory requirements for servers using large worlds
@unrealdevop
@unrealdevop 2 жыл бұрын
@@demenzunmedia I second you, UE5 should have been put off for at least another year. I have yet to come across one new feature that's unique to UE5 that isn't ate up like crazy with bugs, slow processing, and crashes around every corner.
@samuelkilik8233
@samuelkilik8233 Жыл бұрын
is there a way to add more tiles or cells in order to extent the map.... as i use to add more tiles in ue4 world composition
@demenzunmedia
@demenzunmedia Жыл бұрын
Yes, but it is not fun, see Video Part 10 in this series: kzfaq.info/get/bejne/ldqlhLCSsKm5dn0.html This is currently the only way to extend a Landscape, until UE5.3 or 5.4 come out with Large World support.
@samuelkilik8233
@samuelkilik8233 Жыл бұрын
@@demenzunmedia yea the thing is i have tried so many options and fiail in this,, thanks for the reply
@samuelkilik8233
@samuelkilik8233 Жыл бұрын
@@demenzunmedia I think ill create the landscape in ue4 using world partition and just covert it to ue5 after planning the level
@demenzunmedia
@demenzunmedia Жыл бұрын
@@samuelkilik8233 - UE4 doesn't have World Partition. World Partition is only available in UE5, and it has a limit of a maximum heightmap of 16321x16321. You will have to wait for UE5.3 or UE5.4 to get multi-import on World Partition. You also require a computer with at least 32GB+8GB to import a 16321 heightmap into World Partition. If you are planning on using World Composition, that has been deprecated and no longer supported in UE5 for updates. However, World Composition is still in UE5 and working, so there is zero reason to start with UE4 and transfer it through an upgrade import. Simply create the World Composition directly in UE5. Just don't expect any new features or fixes or support for World Composition any more. With World Composition in UE5, you can create really large landscapes, up to 60,000 or more if you have the system hardware for the original heightmap. You will just lose out on the newer more advanced features of World Partition if you choose to use World Composition.
@samuelkilik8233
@samuelkilik8233 Жыл бұрын
@@demenzunmedia ouh sorry world composition....the thing is i am trying to create a small map where the size is not gona be fix and should be able to extent down the line of progress
@justintimesYT
@justintimesYT Жыл бұрын
I have 128gb of ram, ryzen 9 7950x and a rtx4090...and get out of memory crashes even on a 16km x16km landscape. Not sure what that's about.
@demenzunmedia
@demenzunmedia Жыл бұрын
Do you have anything else running at the same time besides Unreal Engine? Is the UE5 Project just the Landscape and no other meshes or content? When you have no software running and at the Windows desktop, what does Windows Task Manager say that your Free Memory, Free Dedicated GPU Memory and Free Shared GPU Memory is? Out of memory crashes can occur in UE5 if the Dedicated+Shared GPU memory gets exhausted, so if there is anything running that is eating up a lot of GPU that could be the issue. On my R9-5950X + 128GB + RTX3090, the Free Memory is 122GB, GPU Free Dedicated is 23.8GB and GPU Free Shared is 64GB.
@justintimesYT
@justintimesYT Жыл бұрын
@@demenzunmedia Nope nothing running besides task manager. I have a similar setup as you, 115gb free memory, 24gb free dedicated gpu and 64gb free shared. When the landscape is loading and proceeds to crash, the gpu is only 25% utilization, memory is 20%, and cpu is around 10-15%. I have tried all the tweaks such as increasing poolsize, pagefile size, using DX11 as well as DX12. Used DDU to reinstall drivers. Here is the log error: LogD3D12RHI: Error: Adapter->CreateCommittedResource(Desc, GetGPUMask(), HeapProps, InCreateState, InResourceStateMode, DefaultState, InClearValue, &NewResource, InName, false) failed at D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12PoolAllocator.cpp:430 with error E_OUTOFMEMORY [2023.07.05-20.23.26:667][557] 0.000MB - Pixel buffer memory - STAT_PixelBufferMemory - STATGROUP_RHI - STATCAT_Advanced [2023.07.05-20.23.26:667][557] 289.744MB - Structured buffer memory - STAT_StructuredBufferMemory - STATGROUP_RHI - STATCAT_Advanced [2023.07.05-20.23.26:667][557] 19.355MB - Ray Tracing Acceleration Structure memory - STAT_RTAccelerationStructureMemory - STATGROUP_RHI - STATCAT_Advanced [2023.07.05-20.23.26:667][557] 43.499MB - Vertex buffer memory - STAT_VertexBufferMemory - STATGROUP_RHI - STATCAT_Advanced [2023.07.05-20.23.26:667][557] 4.599MB - Index buffer memory - STAT_IndexBufferMemory - STATGROUP_RHI - STATCAT_Advanced [2023.07.05-20.23.26:667][557] 12.215MB - Uniform buffer memory - STAT_UniformBufferMemory - STATGROUP_RHI - STATCAT_Advanced [2023.07.05-20.23.26:667][557] 16.160MB - Texture memory Cube - STAT_TextureMemoryCube - STATGROUP_RHI - STATCAT_Advanced [2023.07.05-20.23.26:667][557] 40.484MB - Texture memory 3D - STAT_TextureMemory3D - STATGROUP_RHI - STATCAT_Advanced [2023.07.05-20.23.26:667][557] 6366.031MB - Texture memory 2D - STAT_TextureMemory2D - STATGROUP_RHI - STATCAT_Advanced [2023.07.05-20.23.26:667][557] 1.688MB - Render target memory Cube - STAT_RenderTargetMemoryCube - STATGROUP_RHI - STATCAT_Advanced [2023.07.05-20.23.26:667][557] 83.250MB - Render target memory 3D - STAT_RenderTargetMemory3D - STATGROUP_RHI - STATCAT_Advanced [2023.07.05-20.23.26:667][557] 11766.938MB - Render target memory 2D - STAT_RenderTargetMemory2D - STATGROUP_RHI - STATCAT_Advanced [2023.07.05-20.23.26:667][557]18643.963MB total
@justintimesYT
@justintimesYT Жыл бұрын
I narrowed down when the actual crash occurs. I reimported a new 16km map and at first everything worked great and functions as it should. When i close UE and re-open the map it will proceed loading resources and when the dialogue "Waiting for texture resources to be ready for landscape named: Landscape" it crashes. I don't have any material applied to the landscape and tried using virtual textures. Starting to wonder if I have a hardware issue.
@demenzunmedia
@demenzunmedia Жыл бұрын
@@justintimesYT - Make sure that you are using an actual valid World Partition heightmap size. World Partition sizes are different than Landscape Sizes and World Composition Sizes. And import it as a single large PNG-16 file and don't use Tiles, especially don't use World Composition size tiling. For example, 16321x16321 is a valid WP size. If this is a new project, you also don't want to re-import into the same project over and over while having issues, you will get piles of junk in the OFPA folders for ExternalActors etc. Deleting actors does NOT clean up the OFPA store, which is a really big issue that Epic needs to address.
@justintimesYT
@justintimesYT Жыл бұрын
@@demenzunmedia Yes my size is valid. Did not know that about the OFPA issue. That could possibly be it considering i have just been using the same project.
@Game-ni7uh
@Game-ni7uh 2 жыл бұрын
Что за видео не чего не понятно.
@UnbeatenSpartan
@UnbeatenSpartan Жыл бұрын
The fact you just skim by the converting of a level and state a command you dont show... I have to immediately find a better video......................
@demenzunmedia
@demenzunmedia Жыл бұрын
This is just the Basic Concepts video, it is just a quick overview of World Partition, there is an entire series of videos on the channel that each goes in-depth on a specific subject with World Partition, with more videos in the series under development. If that isn't up to your preferences, then you should go find another video series.
@Zarrar2802
@Zarrar2802 Жыл бұрын
Speed = 1.5x Thank me later
@demenzunmedia
@demenzunmedia Жыл бұрын
Some people complain my videos are too fast, others complain that they are too slow. I just can't please anyone.
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