you can divide the number of components by the number of ( World Partition Grid Size ) to find the ( Number of Proxy ) you will get in x Axis And y Axis and you can divide the number of components by the number of ( World Partition Region Size ) to find the ( Number of Region ) you will get in x Axis And y Axis ex : Number of components is = 32 Number World Partition Grid Size is = 4 32 / 4 = 8 => you will get 8 Proxy in x Axis And y Axis => then 8 * 8 = 64 Proxy in Total The same calculation process is used to calculate the number of Region, only in the place of the Number World Partition Grid Siz, put the number of World Partition Region Size And i'm sorry if there are any mistakes and for my bad english.
so the hierarchy is in reverse, the regions govern the grids essentially. at 13:10 when you mentioned working with larger maps i hoped you would show 16 grid by 32 region. but i understand its functionality anyway. i appreciate the vids, especially this updated version. the last one had me confused af. XD
Hello, thank you for sharing. I have a question regarding level streaming that you might be able to answer : is it possible to make a "looping" 3D world map, where the player returns to its original position if they keep moving straight forward, like they would on a sphere ? Thank you.
Hey im copying my answer for others to read as you have commented on three videos with the similar comment. And its not worth me rewriting haha. Appreciate the engagement though . "Hey, thanks for the message. Sadly this is not quite right. I have written back to you explaining why in your other comment. World Partition Region Size setting states 'number of components per Landscape World Partition Region per axis'. Which essentially means how many components go into each individual region. I have tested many different examples. I only tend to get the issue with 4k and 8k maps. Perfectly fine with 1, 2 and 16k maps. So im nearly certain its a bug."
Hello, have a question : i want to expand my map and add more regions but i dont know how it works. I can Add components with 1 grid but not a whole “region” who counts as a region. Any ideas ? Thanks !!
So regions seem to be a 'management tool' currently so their importance's are not clear other then being able to quickly load and unload large parts of a landscape.. You can create/add new landscape components the typical way. And copy existing regions and manual place them. There is not much in the way of documentation as of yet. I think 5.4 release will shed some light on this subject soon though. Hope this workaround helps though.
You might be the only one making a video on world partitions for UE5.3. I had assumed it was impossible. Thanks for making this video series.
you can divide the number of components by the number of ( World Partition Grid Size ) to find the ( Number of Proxy ) you will get in x Axis And y Axis
and
you can divide the number of components by the number of ( World Partition Region Size ) to find the ( Number of Region ) you will get in x Axis And y Axis
ex :
Number of components is = 32
Number World Partition Grid Size is = 4
32 / 4 = 8 => you will get 8 Proxy in x Axis And y Axis => then 8 * 8 = 64 Proxy in Total
The same calculation process is used to calculate the number of Region, only in the place of the Number World Partition Grid Siz, put the number of World Partition Region Size
And i'm sorry if there are any mistakes and for my bad english.
so the hierarchy is in reverse, the regions govern the grids essentially.
at 13:10 when you mentioned working with larger maps i hoped you would show 16 grid by 32 region. but i understand its functionality anyway.
i appreciate the vids, especially this updated version. the last one had me confused af. XD
please help me. I don't get that landscape region as I create the map...
Hello, thank you for sharing. I have a question regarding level streaming that you might be able to answer : is it possible to make a "looping" 3D world map, where the player returns to its original position if they keep moving straight forward, like they would on a sphere ? Thank you.
I'm lead to believe the world partitions region size has to be the same or larger than the number of components or the terrain only partly shows
Hey im copying my answer for others to read as you have commented on three videos with the similar comment. And its not worth me rewriting haha. Appreciate the engagement though .
"Hey, thanks for the message. Sadly this is not quite right. I have written back to you explaining why in your other comment.
World Partition Region Size setting states 'number of components per Landscape World Partition Region per axis'. Which essentially means how many components go into each individual region.
I have tested many different examples. I only tend to get the issue with 4k and 8k maps. Perfectly fine with 1, 2 and 16k maps. So im nearly certain its a bug."
im really interested in world curvature and culling the terrain that isnt visible from it as a performance option that doesnt affect the visuals.
Hello, have a question : i want to expand my map and add more regions but i dont know how it works. I can Add components with 1 grid but not a whole “region” who counts as a region. Any ideas ? Thanks !!
So regions seem to be a 'management tool' currently so their importance's are not clear other then being able to quickly load and unload large parts of a landscape..
You can create/add new landscape components the typical way. And copy existing regions and manual place them.
There is not much in the way of documentation as of yet. I think 5.4 release will shed some light on this subject soon though.
Hope this workaround helps though.
@@mootzartdev ok will try it out thx for the answer :)
Adding a new video related to this that may help.
@@mootzartdev thx buddy
@@mootzartdev In fact, the documentation for UE5.4 has not been updated with any explanation of world partitioning content. Sad.
are you serious you count them !!!!!
"If a tree falls in a forest and no one is around to hear it, does it make a sound?"