That was informative. Thank you, but I wanted to use this on landscape, I noticed it's greyed out. How can I use this on landscapes and is there a workaround?
There is actually a solution to this. its not very complicated but its easy to miss. give me little bit and I'll make a video for it specifically. I'm sure a few other people will be looking for this same thing.
i do like that you can specify things to not load when the map is opened in the editor- but I don't see the point of having the blueprint that loads stuff when that's the entire point of world partition grids
well world partition can be very helpful but it's also kind of non-descript. A good example is a building with lots of hallways or connected walls with a bunch of tightly packed static meshes. these can be a huge burden on performance in a small space and relying on world partition can load in a bunch of stuff you don't need which will use ram and GPU performance while it culls the objects you can't even see. it really is something that needs to be decided on a per instance basis though. world partition can be customized to an extent but it has its limits which is why datalayers exist. In fact I primarily use datalayers over world partition since it gives you really good control over what is and isn't loaded in.
@Shexuja This is true. I handle data layers in a similar manner. world partition has a lot of advantages, especially in open world designs but in more linear or closed off areas, I think datalayers are far more performant. really though using them together is the Ideal where world partition can handle larger structures or things that are generally more visible while datalayers handle the objects or more hidden areas where you may only see them briefly under certain circumstances.
That was informative. Thank you, but I wanted to use this on landscape, I noticed it's greyed out. How can I use this on landscapes and is there a workaround?
There is actually a solution to this. its not very complicated but its easy to miss. give me little bit and I'll make a video for it specifically. I'm sure a few other people will be looking for this same thing.
ua-cam.com/video/7Hp4-gJ0SAQ/v-deo.html
Here is the link to video.
i do like that you can specify things to not load when the map is opened in the editor- but I don't see the point of having the blueprint that loads stuff when that's the entire point of world partition grids
well world partition can be very helpful but it's also kind of non-descript.
A good example is a building with lots of hallways or connected walls with a bunch of tightly packed static meshes.
these can be a huge burden on performance in a small space and relying on world partition can load in a bunch of stuff you don't need which will use ram and GPU performance while it culls the objects you can't even see.
it really is something that needs to be decided on a per instance basis though. world partition can be customized to an extent but it has its limits which is why datalayers exist.
In fact I primarily use datalayers over world partition since it gives you really good control over what is and isn't loaded in.
@Shexuja This is true. I handle data layers in a similar manner.
world partition has a lot of advantages, especially in open world designs but in more linear or closed off areas, I think datalayers are far more performant.
really though using them together is the Ideal where world partition can handle larger structures or things that are generally more visible while datalayers handle the objects or more hidden areas where you may only see them briefly under certain circumstances.